UtemboMcjib0's Recent Forum Activity

  • You should make a capx showing what you are doing.

    Post it in the how do I section with specifics on what you want to do.

    Its not exactly easy to compare multiple instances, but not impossible either.

    I didnt make a capx because it literally does nothing when you compare a value's instance to a value of itself.

    Meaning this does not work: ObjectSprite Value1 < ObjectSprite Value 1 <Do Something>

    it wont ever do anything, even with a for each loop, even compared to other values. It wont compare against itself with other instances. This command here will not work.

    ObjectSprite Value 1 less than ObjectSprite Value 1 does not work. Neither does the value changed. It wont evaluate itself.

  • Problem Description

    Sorting logic using values doesnt work. As you cant compare a value with itself from the same object?

    This logic does not work:

    ObjectThing <Value1> < ObjectThing.<Value1>

    <Do something>

    Making it a For Each loop does not work, its not comparing itself with itself. Not even storing the value in a second value such as:

    ObjectThing <Value1> < ObjectThing.<Value2>

    <Do something>

    Family associations this way does not work (ObjectFamilyThing.<Value>, etc)

    This isnt the only game engine ive used that had this problem, so if this is on purpose or a limitation just let me know and I'll understand, it explains alot.

    Attach a Capx

    ObjectThing <Value1> < ObjectThing.<Value1>

    <Do something>

    '<' A Difference but not an equality.

    Description of Capx

    The logic used.

    Steps to Reproduce Bug

      ObjectThing <Value1> < ObjectThing.<Value1> <Do something> An object compared to itself with a greater or less value compared to another object of its same type with or without a for each loop and if it is different do something, ANYTHING.

    Observed Result

    Nothing. As in the logic is faulty for some reason but I cant seem to think or know why. It is of the same object class I would assume and be able to compare to itself.

    Expected Result

    I expect the instance to compare its own value with a list of other instances even if they are of its same class or family, and then evaluate based on its value. As it would with any other objects. But it doesnt.

    Affected Browsers

      All

    Operating System and Service Pack

    Windows 8

    Construct 2 Version ID

    Most recent.

  • Sorry, not a bug.

    By definition of each association it can't work.

    Containers can have any two different objects paired together. Picked, created, and or destroyed, when something happens to one, it happens to the other.

    Families can only be by object type, due to the fact that not all objects can be referenced in the same way.

    That would be like having an array in a container with a sprite, and in a family, then saying when touched family, array set position to....

    This is a feature request, and it's been requested a lot.

    So, if what I am reading is correct, what you are saying is once an object is associated within a container it can no longer be associated by a family?

    That would explain why my custom depth system isnt working. Only specific sprite object manipulations work at that point?

    Dang.

    EDIT: odd, it doesnt seem to lose its family association even though its been placed inside of the container, only in that I cannot use family object references inside of each container, only direct sprite ones.

  • Strange, I hope it works out, I thought it saved your projects only locally to the folder you chose at the start of your project.

  • Apparently it can. Justed tested it myself.

  • caproj? I dont know, It may have destroyed your project, when you closed it last did it crash or something?

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  • I am making my own Z order system, its not working the way I had imagined it. However you cant physically manage a container using Z Order functions without first calling them from another object, so I was wondering if anyone had managed to do something like this? I am trying to manage them via values but its not working.

    In fact this code doesnt work either:

    If Group.Families Value < Group.Families Value

    Group.Families Sort to Back of Object Group.Families

    I mean it SHOULD work, but it doesnt? I dont understand. Even For Each loops doesnt fix this.

    I want each object of the loop to check if its value is less than another member of its own families Z order value and then move behind it. It should work. And I even tried selecting the container from another object to move behind it, or above it based on its values however you still need to pick its components and move them to the layer value of the container HOWEVER the objects contained WITHIN the container lose their bloody family grouping when attached to it!

  • Hmm, I guess I have to cycle through the array and just keep using the first element of the axis I want shown? I wonder why you can directly show the .Front with only the X axis but not the others without using the For Loop function for the array.

  • Seems like it should work the same as the standard X, and I saw how arrays work so I don't understand?

    I'm trying to retrieve data saved to specific locations on my array but all I want it to do is read the next set of data pushed:

    on enter: set text to <ARRAYDATA.Front> but how can I read the Z or Y data as well? I want to add those values to the text that have been saved but just the most recent pushed ones. Since I can push to Z and Y I assumed there would be a way to read the last ones pushed onto those axis aswell?

  • Yes I agree there is a time delay so its not going to be exactly 1 second each time.

    EDIT: Well I checked yours out and although I cant understand it I think its way more efficient and it taught me that you can list Values in one variable? GlobalVar: Stuff1;Stuff2;Stuff3;

  • With float(x).

    So if you enter string you can convert it if you put it into brackets after float.

    Wow thanks alot, here everyone I did this to make it work:

    float(INPUTDATA.Text)<enter math operations>

  • I need to be able to type numbers in and then do math on them and save them/export them. Is this possible?

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UtemboMcjib0

Member since 25 Nov, 2014

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