manukeo's Forum Posts

  • bump .   sorry to make this post go up, but i really hope for a good answer, it would help me for many others situations.

    if im not clear, or if you need any precisions, please ask.

  • i never use the UID stuff...

    do you have a capx where i can see how its done ?

  • how do to this, without coding each keys .. ?

    i.imgur.com/CgldAI3.jpg

    in my game you can pick up some keys, which give you the possibility to destroy the assorted kind of wall.

    i want more than 10 different WALLS/KEYS.

    i could code for each object from KEY01 to KEY10

    but i would like to know if its possible to code it in one time

    ------------

    i have same problem, with some doors with a switch.

    i know how to do it if i make code for each DOOR/switch , which are different objects.

    but do the code one time for each couple of WALL/KEY or DOOR/switch working, i dont know how to do.

    i hope you understand me.

    thanks for help.

  • blackhornet   thanks ! it worked!

  • hello !

    im making a rotating saw obstacle in my game.

    the player must avoid it.

    it work well but :

    i have the "sawbase", with a sine behavior, which make it move in a lot of different ways.

    then i have the saw itself, with rotate behavior.

    on layout start, the base spawn a saw on the "fix" point.

    then the saw is pinned on the saw base.

    but when i have mutliple sawbase, the saw are pinned to the first saw base only.

    how can i make the spawned saw pick the nearest sawbase and then pin to it ?

    thanks for help !

  • you can use the "or" block.

    make the three event, select them , right click : make "or" block.

  • well, i guess i'll be on my own.

  • i ve got a question on the pathfinding behavior.

    i'm working on a top down shooter, and i have a lot of monster using this behavior.

    when i open a door, or when i break a wall, i need to regenerate the obstacle map of all monster, and its pretty cpu intensive, so i get some freeze when it happens.

    is there a way to pick only monster concerned by this changement of obstacle map and regenerate only them ?

    (for example, others monsters still captured in another room doesnt need to be regenerate)

    another issue i have, is when i die and restard layout, some monsters still use the ancient map obstacle and are able to go through doors instead of regenerate the obstacle map correctly and behave like the layout is runned for the first time. dont understand why.

    im also looking a way to make ennemy outisde the screen or far from the player to be "asleep" so i can release some cpu charge.

    anyway i have a lot of questions on many other points, so if someone is ok to help me with this project, that would be awesome.

    here is the last build of the game :

    trotar.fr/game/index.html

    feel free to ask me if you have any question on how it works.

    move : zqsd

    shoot : left click

    special power : right click

    reload : R or click when magazine empty

    toggle inventory : I

    pause : space

    revive : enter

    shift : aim long distance

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  • thats precisely what im asking.

    why it doesnt work when i do it.

    please show a capx if it seems obvious to you.

  • yonda    exactly.

    i also tried to compare two different instance variable from two different object like :

    if turret.group = controller.group

    but i couldnt make it work.

    so i guess i need to see capx more complicated than what i can do.

  • for those who are interested :

    i did like that, it works fine.

    dropbox.com/s/m4b9v76hvticwxd/sidegun.jpg

    but im still in the 'shoot every turret.timershoot seconds'

    possibility if someone know how to do it.

  • an instance variable allow to have different value for multiple instance of the same object.

    it works for group = 1 or 2

    it works for the life amount and size of different instance of same object.

    i dont know why it doesnt work here.

    i figure another way to do it.

    i will make something like : if timer shoot is 1, turret shoot avery one second

    if timer shoot is 2, turret shoot every 2 second. i think it will work.

    but anyway, i would like to have the solution with "shoot every turret.timershoot" second

    it would help me for many other problems.

  • yonda

    but it doesnt work. i must miss something in the use of for each.

    all turret fire at the same rate, even if timershoot is different on each turret.

    thats why im asking.

    please, if it seems obvious to you, could you make a capx to show me how it must be done?

  • yonda

    capX available

  • ok my capx was very large with many more thing so it would be a bit confusing.

    i made a clean and simple version with only this problem.

    maybe it will help.

    let me know if you have some ideas !

    thanks for your help .

    here is the capx :

    dropbox.com/s/euk17lh5c6scqk6/testsidegun.capx