LittleStain's Recent Forum Activity

  • Set layer scale?

    That is an action, but you set the layerscale to viewportleft(0)-viewportright(0) , so you set the layerscale to 500 or more?

  • Pretty much what I got now it.

    If zombie has line of sight to player

    System Every 0.1 seconds find path to Player.X Player.Y

    Zombie on pathfinding Path found - Move along path

    Zombie on pathfinding Failed to find path - Find path to Player.X Player.Y

    How this is working currently is the zombies wont chase until I get a certain distance. But once I get that distance all zombies chase. and they do not stop chasing even If I get far enough away

    Pretty much or exactly?

    You have no else-events and the zombie is referenced in the event that sets the action?

    No system compares and such?

  • > try 0, or 1, or "HUD"

    >

    HUD didn't work, 0 and 1 just made the HUD disappear?

    What is the event you used?

  • Seems like you aren't picking..

    How are your events set up?

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  • Shouldn't be that hard to create..

    Which part of this, do you have problems with?

  • try 0, or 1, or "HUD"

  • You could set the width of the hud to viewportleft()-viewportright()?

  • Ok..

    So what do you expect to happen, because what is happening is what is supposed to happen..

    The screen is scaled up in a way that the whole original project-size is on screen..

    There will be more than just that on the screen, because the aspect ratio of the window, makes the window's content surface bigger than the project..

  • I don't think many people will be able to open that project and help you, because you are using so many third-party plugins like Magicam, Pause, Litetween, and Rotation Override..

  • How are you setting the frames?

    Are you using a variable?

    If not, would this work?

    On mouse-button released

    set speed to circle.animationframe*50

  • Yes I understand that an animation cannot finish if its not playing, but I thought that nesting conditions make them run only when an IF statement in the above condtition to that of the nested is true, in this case - play idle02 is higher than on idle02 finished. This would be much more intuitive:

    Every random (a,b) set animation to idle02

    -------------->On animation idle02 finished.... <-------------- run this only when the IF on top is met, in this case when animation is set to idle02....

    Now does that not makes sense?Well to me it does as this is a condition and a sub condition which should be ran only after the condition above is met... Since I am a character animator and an illustrator and not a programer (hence using visual programing) this makes much more sense to me...

    Anyhow Im not too keen on running the timer as I dont want to use built in behaviours. Ill try to look around and try and solve this.

    Thanks for your time and help.

    Yes, what you say makes sense, that's why the subevent you created doesn't..

    If the event above is true, there is no animation playing..

    When the actions attached to that event have run, the animation is playing, but at that time the event/conditions aren't true anymore..

    So the subevent will only run if the above event is true..

    A sprite can't be playing an animation and not be playing an animation at the same time..

    You reference a sprite in the top-event that isn't playing an animation, so the sprite in the subevent must be not playing an animation as well..

    This is how events work, that's why I added that link, for it is explained very clearly there..

    I'm not sure why you would choose not to use built in behaviours, but if you don't want to, you could make a timer yourself by using the:

    wallclocktime

    The number of seconds since the game started, not taking in to account the time scale (i.e. the real-world time).

    just set a variable to the wallclocktime and when the wallclocktime is higher that a certain amount, bladibla..

    (But you would need another variable, ofcourse..)

  • I am sure missing something if I cant get this to work thats for sure.

    The on animation idle02 is finished is nested inside the set animation to idle02 condition, so it should be only active when the set animation to idle02 is met? Do the conditions not go one after the other in the way they are nested? In the subcondition there is : play idle02, and then there is another subcondition once that play idle02 condition is met. I thought this is the way these conditions work?

    I guess you understand an animation can not finish if it is not playing..

    You have an event checking if an animation is not playing, subevents of that condition will only run if the animation is not playing..

    There's an explanation in the manual:

    How events work

    As I tried to explain before, the wait action makes the actions wait and they will run once the wait is over..

    So ofcourse they will run if the wait is longer than the time before returning to the idle..

    Using a timer behaviour would be much better in this case..

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LittleStain

Member since 26 Apr, 2011

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