LittleStain's Recent Forum Activity

  • At the moment of the collision the speed of the object obviously isn't 0, else the actions attached to the event would run..

    It might be 0 one tick later, but you are checking it at the exact tick the collision occurs..

  • LittleStain Nope, same result... It should tell the right UID when executing the function for every ship with InputFire=1. I´ve got ships with different controls, but they´re all the same object (maybe that´s what causing this?), still, two of them shoot and projectiles spawn in the one with the smallest UID... Weird...

    I guess that the amount of ships picked in your "shoot" event is higher than 1..

    You could check this by setting a text object to ships.pickedcount

    My thought was the for each ship would solve this, but I might have overlooked something..

  • I think I'm still not sure..

    There is the system create object action..?

    You might want to pick up the weapon on collision with player?

    The example doesn't really explain what you are trying to do..

  • Not really sure, but I think you want to have a for each ships in the shoot-event..

  • Ok, seems like you are maybe overcomplicating things..

    Good luck!

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  • I think we need more information about what you are trying to do..

    Showing items on a map would consist of creating objects and setting their positions..

    Without knowing how you place your objects in your layout it's impossible to say how you would get their information to display correctly on a map..

  • You mean something like this?

    system for each arrow

    system pick object by comparison object.variable is arrow.variable

    arrow set position to object

  • If the particles are specific to the objects putting them inside a container would be the best option..

    Adding an particles on created set position and pin to object would be enough in that case..

  • I mean , the developers construct 2. Because a mouse is connected via plug-in construct 2.

    It just isn't possible..

    Games exported from Construct2 are html5/javascript-based and run in a browser-environment..

    Javascript can't get control over the cursor/mouse..

    These settings are handled by the operating system to which you can't get control from the browser..

    You could ask the browser creators to make hijacking computers easier by giving websites acces to system settings, but I don't think they'll see benefits..

    You can hardly blame the Construct2 developers for not giving acces to something that isn't accesible..

  • Wouldn't setting the value back to the original value for each block after the tutorial work?

  • If you know which block you mean and how you can explain this to the program, you have your answer..

    The right block has to be referenced (picked) in the event/conditions or Construct2 will not know which one you mean..

  • Thanks for the help, but it does not work as a standard mouse in windows OS. Sometimes she twitches and late. Before that I tried everything, from 8 directions, but the bullet etc ... But nothing has not worked. I am confused by the fact that the developers have not considered such an important thing in a plugin mouse. Sorry for my english

    Which developers are you refering to?

    Those that make browsers?

    "Sometimes she twitches and late.."

    Because we can't acces the speed of the mouse directly, it still moves at the same speed, so this is only a way to slow down the movement of the cursor while moving, the moment you stop moving the mouse it could well be the cursor hasn't caught up yet..

    the twitching can be avoided with some tweaking..

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LittleStain

Member since 26 Apr, 2011

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