vengeancestudios's Forum Posts

  • Ok so we are getting there now. Everything is set to boolean. It now runs between 'spitting' however it only plays the first frame of the spit animation and stays on that frame throughout the whole 'spit'

  • Ok, i'll try switching everything to boolean as the regular variables aren't working.

  • So take out jumped and landed as I don't need them. What you have above is exactly what I already have in my event sheet that I posted in my previous posts. I'm starting to think it's something to do with the spit animation being triggered by the turret function.

  • > You can see all of the events I have on the event screenshots I have uploaded.

    >

    don't be lazy, i solved some of my problems just making a new .capx

    http://www.filedropper.com/states

    this capx its working ok.

    I already PMd you my capx. Also that capx you uploaded is from a newer version. I have 212.2

  • You can see all of the events I have on the event screenshots I have uploaded.

  • You can use On animation finished, set animation to idle.

    Or On key released (Shoot button), set animation state to idle

    Maybe check to see if you have the 'spit' animation set to loop, in animation properties.

    None of that worked. Also spit animation is not set to loop

  • Ok I just set the states for each platform 'instance' and it didn't make a difference, he still just keeps repeating the 'spit' animation

  • Ok, I did what you said and added a state as you can see from my events.. however he just stays in the 'Spit' animation once in range and again doesn't change back to run when moving in between spitting.

  • use a variable with the name STATE and set the value of your sprite current state, for example when your sprite STATE its running -> set animation running , if your STATE its shooting -> set animation shooting.

    https://www.scirra.com/manual/73/instance-variables

    So would that take away the need for the Platform on moved - Animation = run ?

    So instead it would be Platform on moved - Set STATE to run ?

    Then

    if STATE = Run - Play animation Run ?

    Or instead would I not use the platform moved and set the STATE to run when I compare the X value of Hero? Like have it above with compare X Hero then simulate left/right ?

  • Here are my events.

  • Hey guys, so I have an enemy that will simulate controls based on the X of the Player character, so that it will run towards the player.

    Now I have it as a turret so when it's within a certain range of the player it will shoot and activate the shoot animation.. however it just stays on the shoot animation even when moving after the player again. It doesn't go back to the run animation when simulating left or right.

    Thanks in advance!

  • Fixed, worked great. Thanks guys!

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  • If i pinned a 'turret box' to the dino surely. the 'spit' would just be fired out from anywhere on the dino and it wouldn't look like it's coming out of it's mouth? Unless even though it's a turret box, I can still use image points on the dino for the bullet fire?

  • Hey guys, I'm having this issue with my sprite(turret) turning upside down when shooting. Here is a video showing what's happening:

    http://screencast-o-matic.com/watch/coQ66vfHfJ

    Many thanks for the help in advance!

  • Problem solved. I had to move the hud to the very top left of the layout, outside of the window view and it worked.