theBobcatte's Forum Posts

  • Not that I know of, I have just been working on it consistently for the last couple of months and this just randomly seemed to happen

  • I can no longer open up my project and I am hoping someone here can help. I get the "Failed to open project" message when opening and when I open the log I see the below error twice.

    I have tried downloading my cloud file directly and opening it as well as two different browsers to no avail.

    Additionally, whatever was going on got saved in my backups as well so they can't open either.

    I am pretty desperate as a am a couple hundred hours in on a project for a client and REALLY don't want to tell them that I am now going to need to start from scratch.

  • Hi there, running into an issue where only the first one of these overlap events is firing, no matter how many of the overlaps are actually true. It's like it kicks out as soon as one condition is true, it's super strange.

    I would expect that if one of these is already overlapping at the time of collision, it would still return overlapping as true right? I am basically just trying to see which sides of a square are connected to another square but this is really confusing me

    In the screenshot I moved the square right until the circle turned green and it returned "right hit water" which is correct.

    I then moved down until colliding with the other water, and you can see that only "bottom hit water" is displayed even though the right is overlapping the water as well.

  • Maybe this is a MoveTo + MoveTo Arrive issue!

    * I have removed pick from the equation. To do this, I am triggering a new destination via colliding with the object. This has removed the MoveTo Arrived as well, which might have been a part of the issue.

    * The character now no longer stops at either end of that loop, which is great. That part is solved as long as I am okay with using collision instead of MoveTo Arrived, which is okay for my purposes.

    * HOWEVER, after long enough I am seeing a character to to a MoveTo location that their event sheet does not reference... anywhere. There is no MoveTo event that sends this character to that location anywhere in the project.

    * The two destinations are in the same family, so maybe that's the issue? That's my next debugging option, but this is all pretty nuts.

    You can see in the linked video that the character is cruising back and forth just fine, until the new one is created. Once the new one is created then inevitably the original character goes to the "2b" building, which it doesn't reference. This happens 10/10 times once the new character is introduced

    youtu.be/KkoU2uh9CPc

  • These two objects are part of two families, but I have no containers or any other relationship between the two. I hesitate to remove them from the family since there are so many variables being used at the family level

  • I have managed to reproduce without the timer! I am now curious if I could be getting race conditions when using the Pick event since it seems like as my character count goes up, so does the repro rate. Possibly specifically because I have a bunch of characters (it's like an RTS) but also various event sheets, one for each type of character. Would that be likely? Once I create the second character type that references this building type the even seems to start skipping once in a while.

    The problem with this theory is that the first building I posted only has a single character type that interacts with it, so that's probably not it unless the literal point in the sequence where "pick" gets set is vulnerable to a race condition.

  • If the second event on your screenshot doesn't work, it means that either the targetUID is wrong, or the toolmaker instance with that UID doesn't exist, or can't be picked for some reason.

    It isn't in a container with the chMiner by any chance, or maybe it's created in the same tick? This would explain why it can't be picked.

    * The object being created is what sets all this off, so it's creation frame has been well finished by the time the character gets to the alarm

    * Like I said, if I literally drag the exact same event to before the timer triggers it works fine

    * In new image you can see my debug logs showing before and after that event, and in the debug info you can see that the instance UID and the variable are equal

  • update: actually no, after that timer triggers then using Pick Instance with UID to get that object never gets called anywhere in the chain, the pick literally fails even though the uid matches the variable I am looking for.

    If I put that exact same event BEFORE the timer the character moves no problem. This is baffling :/

  • strikethrough textI have a character that I want to move to another object when a timer expires.

    * For some reason, with the current setup, the moveto event never gets called at all,but the rsMetal event works just fine.

    * When I change this to a function where I get the data and apply MoveTo it works great and is what I am going to do, but I don't understand why my current setup just skips that event entirely.

    I have put logs into that event to even just see if it gets called at all, but nothing appears. I have spent HOURS trying to get this to work, maybe it's just something stupid I am doing but could really use some help as it's for a professional project.

    Thanks!

  • I have a really simple event that says when a stick is destroyed, look for the uid of its parent and set the parent’s HasStick event to false but it seems like 1/100 times that bool never gets changed, anyone experience anything similar with destroys?

    Stick: on destroyed

    — select Tree by UID StickParent: setBool “HasStick” to False

    Tagged:

  • Does the random(1) here mean that it will go through that loop twice? (Since it starts at 0) I didn’t know that there was embedded logic in the Pick Instance that carried loop counts, I would have though you had to call a loop for that

  • Not sure if this is an editor bug or what, but I have lost the ability to debug play in one of my projects. Loading a recent project has no problems, but something seems to have broken now. Anyone know how this might happen?

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    • This is kind of a strange one, but hang with me. It's a 3D question
    • I have a building that I want to have fall when it's created
    • When it spawns, it spawns in at 200z
    • I then call a recursive function that goes until Z elevation reaches 0

    if buildingZ>0 then

    self.Zelevation = self.Zelevation-10

    • But it's crazy, when it spawns in and I use a function it just floats in the air and the function never happens.
    • If I check every frame to see if Z>0 then the building will "fall" but once it reaches it's destination I don't want the Every Tick event to k

    eep caring about it. I just want to run the function, get out, and be done.

    Has anyone found anything similar? Thanks!

  • wow, it was so simple! I guess I wasn't thinking about using the bool test going through all objects, I'm super used to looking for specific instances. This simple structure works, thanks crew!