tarek2's Forum Posts

  • Also, you are targetting (LoopIndex) instead of (LoopIndex"") which is different as you are using the "For" Loop

    And you are using the Array.CurY but you are not using the Array for loop so is not gonna work

    You need to use the Array internal For loop to use the Array.CurY

    If you Post a small Demo just enough to reproduce what you trying to do so I can fix it for you, it will be quicker

    Don't post your whole Project just the vents needed and the assets needed

  • Ok I see now))

    You are still no doing any Picking on the condition

    You are just looping through the Arrays and checking the Arrays Values thats all

    You need to find the way to Pick each "miniature"

    How many "miniature" do you have?

    How do you distinguish who is who, maybe by instance variables? or position? I have no idea yet, thats why I cannot tell you exactly what to do

  • Maybe you posted some events here? that I cant see

    Because you asked

    So it's more like something like this?

    The Pictures are no loading properly today, even mine is not showing off

  • But there is still the problem. It only create on the first miniature.

    As I input a local variable who is the same +1 as the position in the array, it should works, no?

    What I did wrong?

    Not sure what you mean? where? Did you make anything new as I don't see any new events apart from your opening post?

  • tarek2 thanks for your answear,

    So it's more like something like this?

    Because "fini" object only spawn in the first miniature.

    Np

    Yes exactly, That's whats happens when you don't pick on the conditions as Construct doesn't know which object you are referring to so it will Pick the Default one (ID = 0) which is the first "miniature" created

  • Hi

    Use Timers for the "wait" so every Time they trigger move 1 tile to the Angle that is the Next move"

    Probably you need instances Variable too:

    Var "Moves Count" >>> (Type = Number) = 0

    On Timer Triggered

    Sub Event: "Moves Count" < 2: >>>>> Actions Move 1 Tile Right & Add 1 to"Moves Count" & start the Timer again

    Else: Move 1 Tile Down

  • Hi mathie

    I cant see you doing any Picking for the "miniature"

    You need to pick the level miniatures who are done and that match the Array miniature Info that is stored, then you will be able to spawn the "Fini" object on their image points

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  • There are many ways you could do it, Maverick already showed you one-way

    Here is another one very basic see if it helps:

    Capx: https://www.dropbox.com/s/af4qgn59jweg8yi/door%20%26%20key.capx?dl=0

  • Yarolus

    Np Glad, it helped

    Yes there is a Function on C3 that can create Probability tables

    The Names is "Advance Random"

    But if it is for just simple Probabilities, you can do it with events too:

    Example:

    Here you have:

    0.1% >>> To Win 1 B Dollars

    1% >>> To Win 1 K Dollars

    99.89 or whatever is left >>> To Win 10 Dollars

    Capx: https://www.dropbox.com/s/jq1vrbf0z5uye8k/future%20events.capx?dl=0

  • newt I forgot to say that I need these events to occur in random time. I have a timeline and I need, for example, "You have won 1 billion dollars" to occur from 2030 to 2050 year. Thanks))

    I think to make it easier for yourself you should set the random Year beforehand so you know when it should happen so you can keep looking forwards to that year

    Example:

    For the "You have won 1 billion dollars"

    Create a variable or store them in a dictionary if you have many events like these

    Create Variable >>>> "Won_1_billion"

    On Start of layout >>>>> set "Won_1_billion" = Floor(Random(2030, 2051))

    Then each year that passes compare

    Current_Year => "Won_1_billion" >>>>>> Run the "You have won 1 billion dollars" Event

    The same for the other events

  • Is not very clear what you are trying to do, can you give an example?

    It looks like you are looking for if there are any "progressbar.ID" that exists that matches the BuildCard.UID and if there is not any then create one progress bar and set the ID to the BuildCard.UID

    Is that correct?

    If yes you can do

    For each BuildCard

    Subevent: "progressbar.ID" = BuildCard.UID

    Subevent: Else = Create "progressbar" and set "progressbar.ID" to the BuildCard.UID

  • Yes but initially I was trying to do that but i could not figure out how to change the direction of the asteroid. I added the behavior "bullet"

    and added the set direction but i don't know what happened.

    jamsch5188

    Normally you will just need to change the Anlge of motion, if it dosnt work you probably have some other events interfering

    Here is an example Spawning at random Y and then change the direction to the Left

    https://www.dropbox.com/s/9u8u3fegovgeqez/set%20bullet%20angle.capx?dl=0

  • brentbj

    You could use is "Between Angles" expression

    Not sure which behaviour you are using to move the enemies but here is an example using the Bullet behaviour

    https://www.dropbox.com/s/4b9nwu825nar8mu/mirror%20%28is%20between%20angles%29%20bullet.capx?dl=0

  • Not sure if it's the same problem but when I tested today the beta r217

    Every time I close the preview or a Project the whole editor becomes Gray and blocked I had to restart many times

    Here is a Pic that I took

  • Hi,

    You already have the events for when they open the doors

    I think you could just do now:

    Add a Variable "Doors Opened" = 0

    Every time you open the Door

    In a sub-event >>>> Add 1 to doors opened

    "Doors Opened" = Total Doors to open >>>>> Action Game wined etc......

    The total is the doors that you have to open