couldawoulda's Recent Forum Activity

  • Assign the turret family a hit variable, call it turhits. when your turret gets hit, up turhits by 1. create a text object called showhits. It is a small square that holds a number from 0 to 3.

    Every tic delete all showhits. For each turret then create a showhits text object and put it on top of the turret (or close where you want the number of hits to show). write that turrets turhits variable into the showhits text object.

    This looks like it is a waste of computer time but it will work fine and you will never see it slow you down by even a single frame.

    yours

    winkr7

    Thank you I will give this a try. I had my last try with similar variable names like Damage rather than showhits but I was not using text object to show the hits but was using the pin to with sprites. Getting back to one tank and turret families will make it easy to make different scenarios for me.

  • I have turrets and bases within their own separate family. I am trying to apply a pinning of a number 1-3 on each hit to the rear of the turret with 4 being the limit and naturally a number 4 is not needed with their health limit set at 4 hits. It works well on the number one tank however the other tanks do not apply the pinning on hits. I went back and tried making all individual tanks with separate names turrets and bases but that really messed up my using the drag and control around all my tanks enemy and friendly. Is there a way to use another approach to have the sprites of numbers pinned to all the friendly tank turrets when hit and still keep them all in a family showing one turret and one base no matter how many friendlies I have on the level. Since the hit number is pretty low at 4 you need to move your tanks pretty fast to save them and get them out of range which is the purpose of what I am trying.

    You can't keep track of the hits when you have more than a few tanks engaged at the same time. My setup is a bit different than the example tank game using sprites for small console and I am using large terrain and setup on desktop so it is a lot more realistic in the visual sense. I have the control setup where I am able to move both enemy and friendly around the level easily. I do have a HUD setup to show Kills of both sides so you know how many enemy you have left because they can be out of visual site if you are scrolled out and have the visuals larger. I could use some recommendations how to pin those sprites on the hits to all the friendly tank turrets and I don't need it for enemies on friendlies. For now I am using a simple pin to on each hit on the friendly tank turrets, I don't use the base for damage but only the turrets. I have them set as health in instances not damage.

    Thank you

  • I installed chrome yesterday to give it a try and for the most part I liked it, especially the quick view window use with construct 3. I had less than 24 hours use of chrome since the install and all of a sudden I start getting all sorts of spam outgoing, my malwarebytes went crazy. I thought the best thing I could do is to just uninstall it and then see if the outgoing stuff stops as well. I believe it did !.

    Personally I think some weird things are happening now because I just don't ever have a problem like this with a browser. I imported my saved logs and bookmarks from firefox like most people would do and I don't have any issues with firefox. So the question is are their others out there who are experiencing spam with new installs of chrome. I am running a malware scan now and will also use the windows tool as well after the main scan completes. I already scanned for trash and network attacks and nothing with that either.

    materene

  • dropbox.com/s/9hpmpmyzld6gyfs/turretlosexample.c3p

    oosyrag, thank you so much. Your instruction works like a charm and so simple. Now I can do a lot more.

    Thanks...

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  • Yes I did thank you, I removed the actions I was trying so no one would be confused since I had a couple things out of place. I had downloaded the example some time ago of the way to do this but it was for LOS not specifically for a turret firing. I have it in my mind that the actions of the turret would have to be responsible for not seeing a target, but I am probably wrong.

  • I get totally stumped when I get to stopping my turrets from firing thru any obstacle. Tried LOS and other means but still they continue to shoot each other from behind obstacles ;0) Turn your volume down before playing the file, no sound effects have been fully set to proper volumes. Trees are not obstacles, only the boulders.

    Thanks in advance

    1drv.ms/u/s!Ao5JMdanOAhagibT0umUwZTHKPFH

  • I have a problem with using a family of four vehicles (tanks), having families of turrets and hulls or bases as some call them. The turrets will extend past the layout and the hull becomes stuck not able to continue with the patrol setup. I have the hull family setup with the proper stay inside layout boundary but I see no stay inside boundaries for the turret. I tried going outside the family of turrets and set one with stay inside boundary but when it hit the stop point it dislodged from the hull and the hull continued past the turret, normal since it is shorter but the hull did finish it's time out and continued the patrol and the turret re pinned itself and was correct once the hull resumed movement away from the boundary.. If I remove that behavior from the turret it will make the hull get stuck as the turret bumps the boundary again and extends over the layout boundary. I am missing something here for sure but can't seem to understand what needs to be done. Any hints would be nice.

    Thanks

    i.ibb.co/sgbPGpQ/Turret-goes-over-layout-bounds-and-Hull-becomes-stuck.png

  • Okay I understand it now. I am not using the full template so this is probably why this was strange to me.

    Many thanks

  • Thanks for answering ...

    It is a boolean and for a family. The example shows a minus in the value box but I can't seem to put the - sign into the box, I only get a check mark for true or empty for false. How do you place that minus sign in the value box, I haven't had a need to do that in the past so it's new to me. Here is the original in the template and my placement which I do not have the minus sign and only get a check mark.

    Thanks

    i.ibb.co/92H233m/My-instance-entry.png

    i.ibb.co/mbLkqLt/instance-value-varies.png

  • Following the template for the tank game provided by construct 3. I am trying to set the instance value on EnemyBases or Hulls in the case of a Tank Game and the initial value being shown as the example has a minus sign not a check or empty box, how do you place that minus sign or is it just an example of the "it varies" as is shown and if it should be a value how do you place it in the box. Very confusing to me

    Thanks

  • Pretty simplistic, but it is the season. Just a time killer nothing special. I don't own any touch devices but you can use mouse or touch to operate the flippers and ball shoot, spacer for screen advance. It does get to moving pretty fast at times so I don't think using touch would get much of a high score. High Score remains until you shut the game down and restart a new game. I have a scrolling witch with a sweet spot on her back for extra ball, you cannot exceed the 4 ball start and often might be down to your last ball and suddenly get back up to 4. "A pinball game is a pinball game is a pinball game" no matter what it looks like it still remains fun ;0)

  • Thank you Orlic

    I got away from it and will go back and give this a try. My original idea was to make a tank round give some highlighting downrange. I since used a full tiny animation which looks nice.

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couldawoulda

Member since 20 May, 2015

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