Sushin's Forum Posts

  • Using this code, when I hover over a button it gets bigger, but if I can move the mouse quick enough to another button (to not trigger the else command), the original button is still being highlighted, not the one that is being currently highlighted.

    With this modification, it makes it so that if you move from button to button without triggering the else statement, all the buttons you highlight get bigger.

    Basically, I just want it to work on the button being highlighted and only that button, one button at a time. Anything I can change to fix this?

  • Basically you use a variable to define whether the CapturePoint has been scored yet and such...

    But yeah, like others also mentioned you could simply fix it by using For each.

    Thanks for the advice. I ended up using a boolean that triggers if the base reaches 5 or -5 and resets when the capture point timer reaches 0.

  • As long as a single member of the CapturePoints family has a CaptureTimer value of <= -5 (or >= 5) the condition holds true, therefore it's completely correct how it behaves with trigger once.

    Try setting the CapturePoints sprite inactive or resetting it after scoring, maybe using an additional value.

    Oh. That makes sense.

    What do you mean setting it to inactive? And what exactly would I be resetting?

  • Could I see the event where you change the capturepoints.capturetimer?

    <img src="http://puu.sh/6RUqy.png" border="0" />

  • No luck. Any one else have an idea?

  • Can I see your capx file? I see your "trigger once" has sub events. It shouldn't. I would set it up like this:

    Team = 0

    -Timer <=5

    --TriggerOnce

    -Timer >=5

    --TriggerOnce

    Team = 1

    -Timer <=5

    --TriggerOnce

    -Timer >=5

    --TriggerOnce

    (PS: I'm assuming you need both conditions for less and greater than 5)

    Sent you a message

  • Thanks. That makes sense.

    Unfortunately, It's still not working.

    Here's how I set it up. Am I still doing something wrong here?

    <img src="http://puu.sh/6RRzI.png" border="0" />

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  • <img src="http://puu.sh/6ROQV.png" border="0" />

    This works if I take the trigger once away, but if I put it on, it works once, but only once.

    It's supposed to work for each "CapturePoints" once the timer reaches 5 or -5. There's more than one capture point that I need it to work for.

    Am I doing something wrong?

  • Create an object with the scroll to behavior and place it where you want the camera to be.

  • Make sure it's in a public folder and get the link from the index file.

  • You have to make them update their path. I think it's called recalculate or something like that.

    Put that action for every time you place a block.

  • Check this game out

    wolfire.com/desperate-gods

    If you did something similar to this, I don't think it would be too hard, but you still need to know how to program. The first thing that comes to mind for a game like the one you're talking about is snapping cards to areas on the board or the desk itself, and controlling the randomization of a facedown deck, so you would need more programmed rules than Desperate Gods (because you have to compensate for the lack of 3D in Construct), but you could leave it somewhat open.

  • This is a hardware issue that some keyboards have. The only way you can fix it is by changing the keys you use.

    http://www.microsoft.com/appliedsciences/antighostingexplained.mspx

  • You could pin a hitbox to his head and check for collision with the hitbox.

  • keepee Uh..that worked. Guess that should have been obvious. Thanks for the help.