LittleStain's Forum Posts

  • Well, yes?

    You can make a custom loader screen and only go to the layout on all items get?

    https://www.scirra.com/tutorials/318/ho ... ng-screens

  • Changing the image of a sprite would be as simple as attaching an action to set frame or animation..

    If you want to create a sprite with the same animation you could try something simple as this

    sprite on destroyed

    (local variable text)

    set local variable text to :sprite.animation

    system create object sprite

    sprite set animation: local variable text

    Example

  • Is this the condition you are looking for?

    system is between angles: angle(player.x,player.y,touch.x,touch.y) is between player.angle-45 and player.angle+45

  • What is the scene?

    Do you mean the Layout or the Viewport?

    To get a random value you can use the random() expression

  • So at least the for each is working as intended..

    The problem seems to be in the function, somehow the picking doesn't work as expected..

    Could you unfold everything inside the function?

  • you mean something like this?

    bullet on collision with monster

    monster spawn weapon

    monster destroy

    player on collision with weapon

    (add the actions you need for when the weapon changes)

    one of those actions would probably be setting a variable on the player to determine which weapon he is carrying, so your "shooting"-event can be adjusted for different weapons..

  • At the moment of the collision the speed of the object obviously isn't 0, else the actions attached to the event would run..

    It might be 0 one tick later, but you are checking it at the exact tick the collision occurs..

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  • LittleStain Nope, same result... It should tell the right UID when executing the function for every ship with InputFire=1. I´ve got ships with different controls, but they´re all the same object (maybe that´s what causing this?), still, two of them shoot and projectiles spawn in the one with the smallest UID... Weird...

    I guess that the amount of ships picked in your "shoot" event is higher than 1..

    You could check this by setting a text object to ships.pickedcount

    My thought was the for each ship would solve this, but I might have overlooked something..

  • I think I'm still not sure..

    There is the system create object action..?

    You might want to pick up the weapon on collision with player?

    The example doesn't really explain what you are trying to do..

  • Not really sure, but I think you want to have a for each ships in the shoot-event..

  • Ok, seems like you are maybe overcomplicating things..

    Good luck!

  • I think we need more information about what you are trying to do..

    Showing items on a map would consist of creating objects and setting their positions..

    Without knowing how you place your objects in your layout it's impossible to say how you would get their information to display correctly on a map..

  • You mean something like this?

    system for each arrow

    system pick object by comparison object.variable is arrow.variable

    arrow set position to object

  • If the particles are specific to the objects putting them inside a container would be the best option..

    Adding an particles on created set position and pin to object would be enough in that case..

  • I mean , the developers construct 2. Because a mouse is connected via plug-in construct 2.

    It just isn't possible..

    Games exported from Construct2 are html5/javascript-based and run in a browser-environment..

    Javascript can't get control over the cursor/mouse..

    These settings are handled by the operating system to which you can't get control from the browser..

    You could ask the browser creators to make hijacking computers easier by giving websites acces to system settings, but I don't think they'll see benefits..

    You can hardly blame the Construct2 developers for not giving acces to something that isn't accesible..