Object(n).expression lets you pick the nth instance of am object in an expression.
construct.net/en/make-games/manuals/construct-3/project-primitives/events/expression
See the section on object expressions.
Iirc, this is special in that it can reference the values of an object that isn't currently picked by event conditions.
There is nothing special about object.anything, as long as object.anything is any expression that returns a number that represents the object instance (n, or iid) you're trying to get at.
Without being familiar with Airtable, it looks like you can retrieve the data via the AJAX plugin's request URL action.
Set value at Inventory.CurX , Inventory.CurY to 0
You don't want to set value at inventory.at().
Most likely a problem with your events. Something else is triggering the fall through action unintentionally.
Edit the origin image point of the sprite in the animation editor.
construct.net/en/make-games/manuals/construct-3/interface/animations-editor
Image points: display and edit the origin and image points in the image. This switches the color palette pane to a list of image points, allowing you to add and remove image points. The origin determines the rotation point of the image, and is where the X and Y co-ordinates of the object are aligned to.
Could be disabled or just not supported in that browser. Try updating the browser or seeing if it works in chrome.
Either count the number of bounces or use a speed threshold as a condition of bouncing, or round down when cutting velocity on bounce. Or a combination of the above.
construct.net/en/make-games/buy-construct-3/personal-plans
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Workaround - check if z elevation is in between z elevation of target height of target and overlapping at base.
Or use a proper 3d engine if you're making an actual 3d game.
Depends on the mobile device. Make a benchmark and try.
Use a helper sprite, that is a single point, probably located between the two active points. Get the angle from the helper point and set both the active points to the same angle.
Or just use one to decide the angle and set the other to the same angle.
Object set angle to anglelerp(0,-120,(SliderBack.BBoxRight-SliderCircle.X)/(SliderBack.BBoxRight-SliderBack.BBoxLeft))
If player = american, set vietcong visibility invisible.
Snapping is simply rounding to the nearest grid position. So if your grid is 16x16, you would take any x or y value, divide by 16, round that to the nearest whole number, and multiply by 16 again.
round(n/16)*16
No, but you could recreate the behavior with events, and not use delta time. Usually you don't need the entire functionality of the built in behaviors.
For example, a simple bullet could just be move forward x pixels every tick.