R0J0hound's Recent Forum Activity

  • A solution would be to have an additional object with the physics behavior paired up with the objects with the rts behavior. Then just have the physics objects chase the rts object.

    http://dl.dropbox.com/u/5426011/example ... hysics.cap

    made in cc1.2

    You just have to tweak the settings to get the behavior you want.

  • I'll have to look into it but it seems that CreateRelObjIP is indeed missing a parameter.

    Try this to do exactly what CreateRelObjIP would do.

    System.Create("Sprite", 1, Sprite2[1].ImagePointX("point"), Sprite2[1].ImagePointY("point"))[/code:1aur1a40]
  • I have tested it as working with my Audiere plugin. The only other plugin I know of that appears to use this feature is the mod plugin.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If the animation frames start with right then go clockwise this formula will work:

    round(angle(.x, .y, mousex, mousey)/45)%8+1

    You can also setup animation angles so that when you point an object to a point construct will automatically select the closest angle.

    Here is two ways to do it:

    http://dl.dropbox.com/u/5426011/examples5/lookat.cap

    made in cc1.2

  • The plugin isn't loading because it can't find libnoise.dll. Putting libnoise.dll in the same folder as your exported exe should fix it.

  • Here is how to automatically include dlls with your plugins. I found this in the xaudio2 source when I was making the audiere plugin.

    Add this to edittime.cpp after #ifndef RUN_ONLY

    //////////////////////////////////////////////////////////////////////////////////
    // Dependencies
    //////////////////////////////////////////////////////////////////////////////////
    
    // Add any DLLs your plugin depends on here.
    void WINAPI ETAddDependencies(MicroDependency& dependencies)
    {
    	// Any DLL files added here are retrieved from the Plugins\Runtime directory, and compiled in to exported EXEs.
    	// When the EXE runs, the DLL is extracted to the current directory before loading your plugin, so calls such
    	// as LoadLibrary("example.dll") will succeed at runtime.  This greatly simplifies redistribution for end users.
    
    	// Eg.
    	//dependencies.Add("example.dll");
    }[/code:1iakkpxh]
    
    Then edit ConstructSDK.def and add this line
    [code:1iakkpxh]	ETAddDependencies		@15[/code:1iakkpxh]
  • I agree the script editor could use some improvement in that area. Ideally the editor should show everything that is available at runtime. This will be attention eventually, but there's a few other issues that merit a higher priority at this time.

  • Triggers are "triggered" when they occur regardless of their position in the event sheet. That may be what's going on. I don't know if you were able to find a workaround but here is one that may be of use. The box is selected on the first attempted drag then it can be dragged with any following drags.

    http://dl.dropbox.com/u/5426011/examples5/dragdrop.cap

    made in cc1.2

  • Just mess with the global variables 'maxrow', 'maxcol'. They define the maximum number of rows and columns visible on the screen.

  • This method is obsolete.

    instead of

    py.GetSOL("Sprite")

    use

    SOL.Sprite

  • Yep, that utility only saves values as strings.

  • Try this:

    value=40
    name="N"+str(value)
    System.Create(name,1, 0, 0)
    newobj=eval('SOL.' + name)
    newobj.x=300[/code:1a1ac7tf]
    
    eval() evaluates any python string.  Now you will only have an error if there is no object named "N40".
R0J0hound's avatar

R0J0hound

Member since 15 Jun, 2009

Twitter
R0J0hound has 155 followers

Connect with R0J0hound