LittleStain's Recent Forum Activity

  • If I understand the question correctly..

    I would create the sprite2 instances at the same time as the sprite instance and pin them immediately on created..

  • from the manual:

    X("layer")

    Y("layer")

    Return the position of the mouse cursor in game co-ordinates, with scrolling, scaling and rotation taken in to account for the given layer. The layer can be identified either by a string of its name or its zero-based index (e.g. Mouse.X(0)).

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  • newt what if I addressed my original object through its family and the other object is only specified on family level too?

    E.g. Imagine you have different tank setups made up of a base family and a turret family.

    One tank (container) might contain base X and turret Y from those families.

    All are controlled through family events.

    Say my tank base family goes into Idle state, I need to tell the according turret to stop shooting. How do I address the actual turret object?

    My event might say:

    Family_TankBase | on LOS broken: Family_TankBase -> set state "idle"

    + Family_TankTurret -> turret disabled

    But it seems that Family_TankTurret does not know what turret to talk to.

    Any suggestions?

    Couldn't you just set a variable on the turret to the uid of the tankbase on created?

    Than you could compare family.uid to turret.variable, right?

  • You should read "How events work" in the manual..

    Sounds like you are dealing with an unreferenced object.

    "On object touched" or "On object clicked" should be enough to reference the object.

  • on collision

    > destroy

    > set width : self.width+2

    > set height: self.height+2

  • So something like this?

    Create a tiledbackground object with the origin on the left on the position of the tower..

    for each tiledbackground pick the nearest enemy.

    set tiledbackground angle towards enemy..

    set tiledbackground width to distance(tiledbackground.x,tiledbackground.y, enemy.x,enemy.y)

  • I don't see any odd reason..

    Pathfinding finds the shortest path, so if you don't close off the direction to the finish it will go directly to it..

  • Well the frame lasts longer than one tick..

    So every tick the frame is playing, a projectile is spawned..

    Adding a system trigger once while true condition should suffice..

  • Sorry, can't open that capx, because it uses magicam-plugin..

  • I have many event sheets, but they all feed into one main one.

    But, I give up.

    Thanks for your help anyway!

    Don't give up..

  • Could you please give more information?

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LittleStain

Member since 26 Apr, 2011

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