Sgt Tupelo's Recent Forum Activity

  • Not sure if this has been said, but...

    When I set the depth of 3D-box to a value less than 1, it doesn't work in the layout editor, it's just flat, like it was 0. But when I set the depth-value in Event Sheet (Start of layout for example) to something less than 1, like 0.5, it works. Also values like 1.2 or 1.9 etc. don't work in the layout editor, only "whole" numbers like 1,2,3,4 etc. work.

    Same with Z it seems.

    Yes, yes it is. Test confirmed that.

    Also, further thinking gets me to a conclusion that this post should not be here.

    Ok, sent it to Sourceforges bug-tracker.

  • Can anyone else confirm hotspots and image points cannot be set in this version? Seems like such a silly thing to be rushing to the bugtracker for.

    Yup, can't see them. But they still work.

  • Oh, for christs sake! That did the trick!

    Ashley, could you give me a title?

    It would be: The Turret-fool.

  • Ok, I worked out a temporary solution. I made a private value with name "reload" with it's initial value being the wanted reload time, and made this condition.

    On the turret:

    +Has target

    +Every turret.Value('reload') milliseconds

    -turret: set animation to 'fire'

    -turret: play animation

    -turret: spawn object missile (pic here) on layer 1 (image point 'fire'

    -missile: set 'target' to turret[Turret].TargetUID

    It isn't as perfect as the normal turret firing, as with this setting it takes the reload time you want to shoot the first time, unlike in a pre-set turret, which fires the first shot immediality when it sees the target.

  • Further studies show that it indeed acquires target, but doesn't do anything else if it's not allowed to rotate.

    I put the following condition on the turret:

    +On target acquired

    • Turret: play animation
    • Turret: set animation to fire

    And it does the firing animation!

  • I posted it here because I'm not sure if you have to do something special if you want your turret to shoot without it rotating to the targets direction.

    Ok, so I'm making a missile silo, with turret behavior and no rotation.

    If turret rotation is enabled it rotates towards target and looks stupid like hell.

    If turret rotation is disabled, it does nothing! Targets just go by it, it does nothing.

    Is there something special I need to do to enable the turret to fire without the rotation of the turret itself?

    Oh, and the build is 0.94.2, in case future people have this problem but just can't solve it by looking here.

  • Fixed the memory leak, it was to do with creating and destroying lots of text objects, make sure you get the next build!

    Will do, sir!

  • Alright, working now.

    Although it only worked after I converted it to PCM 16-bit mono, are there other variations of PCM which work?

  • I can't get anything else but "Play music from file." produce any kind of sound!

    Could someone please provide step-by-step guide on how to make , for example, a cannon make a sound from file cannon.wav when it shoots?

    Cause I've tried everything.

    Setting volumes high.

    Using all the autoplay and play thingies.

    Channels, directional sounds etc.

    How do I get it to work.

    I'm really getting bored of this, help would be awesome!

  • Nice game, hehe - but still looks like it's leaking a little bit of memory - could you send the .cap to ? Thanks...

    Done! Enjoy!

    If you plagiarize you will die!

  • Great! At first I was wondering why it took my machine down with it when it crashed, or when it was just on for a long time, but now I know!

    And it doesn't do it anymore!

    Great!

    I love you!

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  • Seriously, you can get a card that supports PS 3.0 for under $50 nowadays! I have a 3-year-old card which was cheap even back then, and it supports PS 3.0!

    NEW DOWNLOAD! UPDATED VERSION! CHECK THE FIRST POST!

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Sgt Tupelo

Member since 5 Apr, 2008

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