newt's Forum Posts

  • Unless you use a pv or something, how would the pairer know know which object in the family to pick?

  • That should not happen. If there is some error somewhere I'd suggest making a new family, adding those objects to the family then replace the old with the new.

    I still feel its something to do with picking.

    Is the event part of another? I know there is an issue changing pv's from subevents.

  • It's kind of hard to say, as I don't know how you are picking.

    For example if you just say

    family move to x

    all objects in that family will move to x

    or if you say on collision with family

    It will pick only the object that have that particular collision.

    So if you were to compare a pv in a family all objects with that pv will be picked, but if you were to do something like

    family set pv to 1 all objects with that pv would set the pv to 1... unless you have an additional condition that tells it otherwise.

    Now it is possible to put objects with different pv names into a family, but that wasn't always possible to do that. You might want to check out all the pvs in the family editor, and if some are missing you may have to add them manually.

    Supposedly every object in a famly should share all behaviors, as well as pv names.

  • Just making sure its completely gone. I was having an issue picking in a sub event when I gave an object in the same family the same pv. I was thinking it was still referencing the same object, but it looks like it needs to be within another event or tick to do that.

    Any way I was hoping some call like is destroyed, or is off screen might be useful, but a an additional pv, or perhaps a function could handle that.

  • 1 Add a private variable called boost set its initial value to 0.

    make an event for mouse keyboard on button pressed set private variable to 1.

    make an even that checks that private variable, if its 1 set 8 direction speed plus whatever.

    2 Make a dummy object, and when the player collides with it use the system call, go to next layout.

    That is if its in another layout, but again without specifics... who knows.

    3 Still don't know enough. Are you using a behavior?

    Suggestion read the wiki, and download examples from the forum.

  • Answer is yes, but without some context no ones going to be able to give an example.

  • Talk about lost in the translation.....

    Sorry english board, these guys have a hard enough time figuring out my gibberish.....

  • I'm not talking about the big white light.

    What happens to an object when its destroyed, and does it have any new characteristics, let alone old ones that can still be referenced?

    For example I know that the object can still be referenced in the same event, but can that object be thought of as off-screen, invisible, etc, and can it be used as such in other events?

  • Off the top of my head I would say use the los behavior.

    You could have a dummy object move, then when it has to turn spawn another dummy, etc till you reach the end point. You could also use the line object to show the path.

    Problem is that rts may not chose that path, unless you force it.

  • So long fade.

    Hello sin opacity!

  • Looks like David beat me to it.

    ...mmh yeah wut he said, all of it.

    Oh and if you don't want the actual angle shown you can use set animation angle.

    Btw looks like we need a get animation angle call.

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  • Timescale perhaps?

  • Initially I was using

    family.sprite on collision with thisbasesprite

    family.sprite2 move to thatbasesprite

    Now I realize that with a family there is a chance of multiple triggers so I tried it with only one object hitting the base... same result.

    Im pretty sure the slow down is due to the fact that its sending multiple objects at once, and that the distance is pretty far away, layout's 3000x 3000.

    The move to waypoint has no slowdown what so ever, even with multiple hits, but the fact that its treating move to position the same as a waypoint is really what messes that up.

    What would be nice is a difference between the two, with an additional call like on arrived at position.

    BTW I haven't tried on arrived at target, but I assume that's the same as position.

    Any way I just need waypoint's to be handled separately from a position.

    Also I'm still getting some hinkey results when using families that contain objects belonging to other families.

    Something like family tank has tanks, family cannon has cannons, and family artillery has both.

    If I tell family artillery to move somewhere, it works fine, but if I do something like get an object count it only gets one side of the family.

  • Yeah they need to relabel that to "Enable Python scripting".

  • No its about some bald kid with a tattoo on his forehead.