PPM's Forum Posts

  • Here you go..

    It's Magic!

    Thanks!

  • ShipExample_30.capx

    (Simpler to do, in some aspects).

    How to destroy enemy ship with it's turrents together?

  • The mousecursor should become a crosshair when dragging an object into the layout.

    Are you trying to take an object from one project to another?

    Because then you should just copy the object in the first project and passte it into the layout of another.

    You were right. It was 2 projects opened with the same names and layout names

    Now it works correctly

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  • Use the system create object action?

    Or do you mean in the editor itself?

    then you just drag it onto the layout.

    In the editor.

    It do not drags! Incredible...

    dropbox.com/s/fs6pdx6kx4upwbx/screen1.jpg

  • In object type it remains.

    ?

    Don't want to load saved with tis one and rewirite scripts again.

  • ShipExample_30.capx

    (Simpler to do, in some aspects).

    IT WORKS!!!

    Oh... thanks, god!

    <img src="http://www.spbgu.ru/forums/html/emoticons/worshippy.gif" border="0"><img src="http://www.spbgu.ru/forums/html/emoticons/worshippy.gif" border="0"><img src="http://www.spbgu.ru/forums/html/emoticons/worshippy.gif" border="0">

  • try something like this.

    Condition:

    -Every x Second

    --for each Mob

    ---Distance(Mob.x,Mob.y,Structure.x,Structure.y) < (Your pixel distance)

    Action:

    -Mob Attack

    it's better...

  • Thanks.

    I opened it but i see changes.

    Yeah, turrets less :))))

    The problem is to do TEN ENEMY ships. With 30 turrets.

    Can you help once more and add 2 enemy ships in layout?

  • Ok, how about to do "invisible carpet" over the mob +10 pixels in width and height to mob's size.

    And conditions:

    mob_carpet is overlapping "RedBase" (mob_carper on conclusion with "RedBase")

    system every x seconds

    ...

    But I'm not sure I'm understanding you.

  • The mob will attack the base?

    Maybe create invisible carpet on attack place (to avoid within X pixels).

    Conditions:

    mob is overlapping "AttackPlace"

    system every x seconds       

    Actions:

    mob set amimation to "Attacking" (play from beginning), system substruct from "BaseHP" 1

  • And a question: is in cs2 possibility to make a multiobjects. Like enemy ship with 4 combined objects + scripts = one object.

  • This is cut project i'm developing.

    2 ships.

    First controlled by arrows, but not firing.

    Second - enemy, firing to my ship.

    Enemy ship:

    1. Have 3 towers with 3 guns each

    2. It's moving.

    I coudn't find any solution to make 1 tower object for the enemy ship. And did 3.

    But it's not the main problem.

    How to do TEN such ships without manual copypaste of all programming.

  • Turret Hack

    I teied to open... and got warning:

    This project was saved in release 156 or newer...

    Mmm... latest version 152. A guest from the furture?

  • You can do this in Turret Behavior properties panel. (Just set Rotate to No)

    Have done... but...

    it doesn't work (turrent not rotating... but... not shooting as well)

    because if it's not rotating - it's not aiming to enemies.

    how to do shooting tower without it's rotation - what's the question...