jsutton's Recent Forum Activity

  • Turns out this I'd doable....but the "associate with" jacks it up an for some reason restricts copies to 2. A msg substited works fine for condition and presto one object synced as copies. I was trying to not have multiple copies of a single troop type, its clunky but works. Since each two player battle is in a separate room I eliminated the message from host as a trigger and just left it blank...helped the speed and who cares if the peer can't see the host ID...its 2 player. Any who just thought I would update...

  • Just an update...works peachy.

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  • I'm messing with a diff messaging issue and think I figured this out but havn't tested it...

    PEER: on peer message "" "tag" "/"&multiplayer.peeralias (or ID)&"|"&"Hello, this is the message"

    HOST: on peer message set a variable to tokenat(multiplayer.message,0,"|")

    and a variable to tokenat(multiplayer.message,1,"|")

    (I'd use global variable set to text)

    then just forward the message to peer

    HOST: send msg "variable 1" tag"PM" msg variable 2

    then just have it display in a diff color or some such but normal paste into text area

    Hope that makes sense, seems like that would work fine (again havn't tested it).

  • I'm not an expert, just trying to help...that said, when you double click a sprite it shows frame speed and repeat counts...hope that helps.

  • After fiddling for a week, I still can't get the "for each" to work on multiplayer (info relays) so I just made separate sprites and did it long hand, works fine. Someone figures that out share the wealth

  • Look up Rex rainbow "moveto" plugin. Or the behavior Line of sight. (moveto is a nice plugin if you don't already have it installed)

  • change from less than to greater than?

  • You could calculate the distance and use distance less than x to trigger the event...assuming i follow your question correctly.

  • I'm just curious if it's a me issue, if it is I'll just keep studying.

  • Normally...

    Have 4 instances of one sprite using for each and instance variables to dictate each location, no biggy...just normal stuff.

    But want to spawn them over multiplayer.

    *on peer connect create(for each)...[this appears not to work, but I might just have no clue]

    have the 4 instances of one sprite appear on layer abc located via each sprites instance variable cx,cy (dictated through sync).

    I may need to just create 3 clones and create, sync, and locate them individually??, but I thought I'd ask before doing that.

    Danke in advance!

  • I get that concept, just can't seem to figure out how to trigger the event. When I figure it out I'll post it.

  • Anyone know of a way around this?...

    "Associated objects are automatically destroyed when the corresponding peer leaves."

    A quote from the multiplayer tutorial.

    Want to have player castles on a map and troops to be updated continually based on peer values.

    As of now, every time the game is closed the peer castle disappears.

    All I'm wanting is for the castle to remain on the map when peer is not connected.

    Thanks

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jsutton

Member since 31 Mar, 2015

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