RockmanZero's Forum Posts

  • Why do you not want to use a ground collision check and why do you think its insane? Is it because you have many different types of ground sprites?

  • Many many thanks Nimtrix, Yann and Ramones that is exactly what I wanted.

  • I'm testing it extensively but it seems to have some problems when you delete a few of the player instances. I didn't change any of the events just took out 8 instances and repositioned the other turrets. This is meant for a tower defence so it needs to work for any number of enemy units.

    dl.dropbox.com/u/57137706/turretanglerestrict3.capx

  • Many thanks Nimtrix, but is it possible to totally ignore targets that are within the no rotate zone otherwise it becomes like this.

    dl.dropbox.com/u/57137706/turretanglerestrict1.capx

  • Hi all,

    This problem is actually part of another thread, but the thread wasn't opened by me and I would like to add something too, so I made a new one.

    I've currently hit a brick wall in my progress because a problem I thought that was fixed isn't really fixed and I have been unable to solve the problem for several days. What I need is a turret that only rotates within 178 degrees in the direction its facing, if it goes out of this range then it will locate the next nearest target and if there are no targets in range then the turret will swivel back to its original position.

    This diagram explains it better.

    <img src="http://dl.dropbox.com/u/57137706/text3896-2.png" border="0" />

    dl.dropbox.com/u/57137706/turretlimitedrotate1.capx

    In this capx if you look at the top right turret you will see it more clearly.

    dl.dropbox.com/u/57137706/turretaltered.capx

    This is the closest I got to it working but it breaks as much as it fixes.

    If possible I would also like to add in prediction aiming to it, but there hasn't been a solution yet. The closest example I found is here.

    dl.dropbox.com/u/57137706/aproxaim.capx

    I think the reason why it don't work is because of the maths. If the maths is correct then I think it will work.

    This part isn't too important because if it can't be achieved then I will make the bullets so fast that it can't be evaded, but if possible I would like a solution.

    Thanks for your time everyone.

    Kind Regards.

  • dl.dropbox.com/u/57137706/horiz.capx

    Is this what you wanted?

  • All you have to do is set the angle of your bullets to the same angle of your spaceship and in the image editor ensure both are facing the same way.

  • Been waiting a long time for something like this, do you have a rough release date for this?

  • Many thanks Ramones, that works perfectly.

  • I can see it now thanks, ah I see you move the teleported object so it don't collide with the other teleporter. Thanks that something I did not think of. I'll give it a try.

  • Mr E Bear,

    I think you've forgotten to include the file as I don't see any image or link.

  • Hi all,

    I'm trying to create a teleporter using one object but 2 instances. But it doesn't seem to work, I believe it's because it's teleporting back to the original teleporter after it has teleported. Ive used variables to check which teleporter is which. But I'm still unable to locate the problem.

    What needs to happen is anything going in one teleporter needs to come out from the other and vice versa.

    Here is the capx dl.dropbox.com/u/57137706/teleporter.capx

    Thanks for your time everyone.

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  • Ah I think I get it now, thanks Kyatric and Ashley. Sorry about that.

  • I'm getting more confused, I just don't see why the events with pretty much the same code works for family 2 but not with family 1. Both sprite and sprite4 are both on the layout too.

    I can get around it like you said. But I wanted everything to be tidy.

    dl.dropbox.com/u/57137706/toomanyvarsinfamily1.capx

    OK Ive taken out everything now, press A and press B, what I'm trying to say is why does press A work but press B doesn't?

  • Ah sorry I wasn't clear enough basically in the capx press A and you can see the values will appear like they should in the text boxes. Now disable this event and enable the event above which states keyboard on A pressed.

    The values in the text boxes don't change at all. The code for both the events are identical with it first creating an object then adding a number to a variable the only difference is that there are more variables in the event above.

    I'm pretty sure its not a event problem as when you do the test you will see sprite3 adds fine but sprite doesn't which is in a family.

    Thanks for the tip Kyatric, I thought you needed both.