LoobyLoo's Recent Forum Activity

  • Okay.

    What do you think "the palm sprite not honoring its parent's XY position" part, is This an issue?

    but the palm sprite not honoring its parent's XY position.

    https://www.construct.net/en/forum/construct-3/how-do-i-8/hierarchy-question-178626#forumPost1096345

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  • Okay, this way it ends up becoming the same thing that I want to avoid in the first place, which is

    + Body: Pick All children LeftHand

    + Body: Pick All children RightHand

    The RightHand and LeftHand are the children of the Body, if there is a way we can pick every child under a parent, it will be much simpler.

    Since you said it, Now I know, that since there is no other way of doing this efficiently, I have no option other than to stick with this, unless they introduce this Pick Every Children feature.

    Just one question, I going to file idea suggestions for these three features "Pick Every Children feature" and the second is this and third is this.

    So do you find this to be a sensible idea? Can I expect a validation from Dop2000 for the same? Don't get me wrong, before I file the idea suggestion, I think I should gather input from experts, so I can able to represent it better on the idea page, so there would be more chance that they would accept it. :) I'm looking forward to hearing what you think about it.

  • The arrow part, this looks so cool 🤩

  • If you pick family instances in a condition, you are supposed to use the same family in all actions and sub-events.

    Body Pick all FamilyParts

    .. FamilyParts rotate

    Here the LeftHand instances are not picked, so all LeftHands on the layout will rotate:

    Body Pick all FamilyParts

    .. LeftHand rotate

    How? This way everything inside the "FamilyParts" family will rotate 😅

  • Actually, I tried this way, but it not working, maybe I'm doing it wrong?

    Here is the test c3p.

  • Hi igortyhon

    To my sha.....

    I must be.......

    Don't say it like that, you are best, you helped so many people including me, thanks for being an active contributor to the community. :)

  • Hi dop2000 one doubt about picking children, is there any way we can pick every child under a parent,

    If I hit any button, let's say to rotate or increase the size of the hand it affects every instance of the object, so I added

    + Body: Is iv_Body_IsSelected (Boolean)
    + Body: Pick All children LeftHand
    

    This way it is limited to the highlighted objects only where the Body_IsSelected Boolean is true and it works perfectly.

    Coming to the question, I'm searching for a way to do it efficiently,

    currently, I'm doing like this

    + Body: Pick All children LeftHand
    
    + Body: Pick All children RightHand
    

    The RightHand and LeftHand are the children of the Body, if there is a way we can pick every child under a parent, it will be much simpler.

    For e.g.

    (But unfortunately, there is no such option. this modified screenshots I put to convey my point visually)

    The code is (please check below) not that lengthy as of now, but once many components are added later it becomes complex because every time we have to pick the specific children. Or is there any other way to make it efficient by using IID or family?

    Here is the code.

  • + Button: On clicked

    -> Text: Set text to TextInput.Text

  • The reason would be the loopindex becomes 0 after the wait so angleB becomes 0. That's why bullets are always firing at 90 degrees.

    I found the below thread, where folks discuss the same issue. it may help you.

    construct.net/en/forum/construct-3/how-do-i-8/wait-inside-forrepeat-loop-157049

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LoobyLoo

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