Mipey's Forum Posts

  • Now that the Object Pairer plugin beta has been added this build, I'm curious about it.

    So, with this object I can pair two objects - sort of like a container, right? What does it have that containers don't? More control? Can we work with two objects only? Is it possible to pair paired objects with another, thus create a chain? Or nest paired objects? What are the practical uses (examples)?

    We could do with some enlightenment, thanks

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  • 1. Type the combat rules down, e.g. what can melee or ranged hit, how do they move etc.

    2. Create a rough outline of combat, i.e. how is it executed, step by step.

    3. Look at both 1&2 and you should get an idea how to implement the combat system.

    4. Once you have a general idea, it is fairly simple to convert rules into Construct events.

    So, in short, you have to plan it out. You have to define the combat procedure and rules, just "Three melee, three ranged and three support duke it out with the enemy and uber bosses" is not enough. Sit down with a pen, think on it hard - start with first, simple steps - and note down anything that comes to your mind.

    • how many combatants are there?
    • how does the combat execute? In turns? One by one? Simultaneously? In real time with 'action points'?

    And so on.

  • Oh, hey, that Artweaver is portable! Now if I could get Construct to be portable, I'd slap the lot onto my USB stick and merrily go about!

  • +Pick FamilyName by FamilyName.Value('MoveType')=1

    Do unspeakable horrors to family members with MoveType set to 1

  • X360 controller is for X360 games. Construct doesn't do those yet, I believe.

    Instead, I think a generic controller plugin would be nice... for all brands, not just a specific one. But that is trivial feature that only a minority of Construct users would use.

  • +Pick a random monster

    + On collision between monster and bullet

    destroy monster

    destroy bullet

    ---

    'Pick' means it selects a random monster, then it checks if it is colliding with the bullet... it will always pick ONE monster, so only THAT monster will be destroyed together with the bullet.

  • Well done!

  • If two or more bananas are touching the monkey and you want to destroy only one together with monkey, you have to PICK the banana. You can pick random, closest or whatever you want.

    +Pick a random banana
    +On collision between banana and monkey 
    

    monkeyDestroy

    bananaDestroy[/code:wqeun6kf]

  • Seems to work properly for me. One shot, one kill.

  • 1) Use Event Groups. You can toggle them in runtime.

  • Hehe, you ask one question, you learn many things!

  • Well, let's call it simultaneous salvo?

    Okay, you are correct, however. Here is alternate solution (in pseudocode) - assuming the Turret object has a Salvo PV:

    +Turret.Value('Salvo')>0
    + Every 100 ms
    

    Fire Bullet Action here

    Substract 1 from Turret.Value('Salvo')[/code:1rg7mug9]

    So whenever you want the turret to fire, you change its Salvo to, say, 4 and it would keep firing until it's fired 4 shots. As for targeting - you could just make it remember the position it fired at first, or you could make it check target each shot. Modify the 'Fire Bullet Action' stuff to define how it behaves during salvo.

  • Private variables should solve this elegantly. For example, Salvo = number of shots within one salvo.

    On (Do something to cause shooting)

    Repeat (Fire shot) Salvo times.

  • Let's go step by step...

    We have 10 skeletons, the game checks their angle each tick. Say at the tick 3581 there are currently 5 skeletons facing right.

    Okay, five skeletons have angle of 0, so those are picked. Next, we check for those skeletons if there is terrain 10 pixels away from them. Four skeletons meet that condition, so they move at set speed.

    Now, there is ELSE condition, which picks CURRENTLY PICKED skeletons. Those are the ones that match the desired angle, so it turns them all, no matter whether they met the terrain overlap condition or not.

    We want it to pick the skeletons that have no terrain ahead of them, so it picks THOSE skeletons. Thus, we have to make it an exact condition: Is NOT overlapping terrain at offset. That correctly picks the one skeleton who is about to fall off and turns him around.

    If you have a clear idea which instances should be picked at any moment, it makes things easier ELSE doesn't pick anything, the PARENT condition picked instances are counted here. Perhaps if you kept the ELSE and added the "Not overlapping terrain at offset" condition there, that would work, as it would properly filter picked instances. But in this case, ELSE is not necessary, as we already have a condition that filters the stuff.

    I hope I have been clear enough

  • I have responded there. In your case, the Else condition was messing the stuff up, as it picked all objects matching the first condition - is going into the same angle. Changing that to "is not overlapping terrain at offset", basically the inverse of previous condition, only picks the one that is at the end of platform and thus saves it from the certain doom, while other skeletons are still happily going their way.