Aeal5566's Recent Forum Activity

  • I thought so but I couldnt remember off the top of my head

  • They would have to open up the source and let people access the SVN. There may be a problem with the fact that they use Professional UI libraries and since we do not have access to those libraries we may not be able to compile construct to test our fixes.

  • its strange how the normal function call has a forget and remember picked objects but the delay one does not.....

  • either

    AppPath&"\sounds\gun\gunshot.wav"

    or

    AppPath+"\sounds\gun\gunshot.wav"

    if that dosent work try taking out the leading

    apppath is an expression and you need to put it together with a string.

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  • It also helps if you post a .cap file so we know what you are making.

  • you can just destroy the character and make a new instance of the character object and all the variables will be at their default values.

    to reset global variables you can load all the values into a hash table using a loop and when you reset just load in the hash table values back into the global variables.

    Though it would be nice to have an action to reset global variables.

  • Broken link.......

  • Aeal (USA)

  • Omlette de fromage

  • I find the best way to get rid of the "me too" hackers is to simpley rename the .ini extension to something a bit more scary looking like .cab, .dat or something in the same line of things that way they are to scared to open it.

  • 1st question Yes Random(10)+10 will return a random value between 10 and 20.

    2nd and 3rd Yes but you have to program it if you are looking for dungeon algorithms and such look up rouge.

    what are you trying to save in the .ini file? (levels, game state etc...)

  • Honestly I use .ini files along with level editing saving and loading I use hash tables as a varible container for each object that needs pvs because they are easy to set up at runtime. I also made a plugin that makes for easy loading back in for the .ini file and recently modded it to be able to load values into a hash table attached to an object as long as they are in containers.

    the problem with hash table it there is no way to easily Identify the object unless you did something like 1name = sprite1 1x=36 1y=24 1z=3 wich could get tedious especially if you wanted pvs to be loaded as well.

    with an .ini file every thing is grouped nicely and easy to go load and loop through.

    [1]

    oid=1

    x=34

    y=36

    z=3

    a=130

    speed=160

    range=30

    all those values are easily loaded into the runtime with one event

    -foreach group- create object (ini.currentgroup,oid), at (currentgroup,x), (current group y) on layer (currentgroup, z) at angle current group,a.
    --for each Item 
    --current item =/= a,x,y,z,oid-> hash table insert key STR(currentItem), with value ini.value(currentgroup, current Item)[/code:l2poat0l]
    
    Thats pretty close the the sytax I just got off a 12 hour shift at work I have a cap where I tested this and it worked perfectly ill see if I cant dig it up for you ( you would need to install my plugin though)
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Aeal5566

Member since 23 Oct, 2008

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