RockmanZero's Recent Forum Activity

  • Without seeing a capx or screenshot it's hard to determine the problem, but if you just want to check the last level then you could have 2 variables, one for the last level and one for current level so it be like this.

           

           current level    Previous level

    level1 var1=1           var2=1

    level2 var1=2           var2=2

    level3 var1=3           var2=2

    level4 var1=4           var2=3

    Then just use each one as you need them

    I guess the best time in changing the variables would be "on start of layout", I'm not an expert in c2 so there may be a more efficient way of doing it but it should work at least. I use something similar.

    Hope this helps.

  • lol, I feel so silly. Thanks Keepee

  • Hi all,

    I just have a quick question regarding picking nearest.

    I am trying to pick the nearest object that also has the variable 2 in it.

    Here is what it looks like.

    <img src="http://dl.dropbox.com/u/57137706/image2993.png" border="0" />

    But it just doesn't work, u1 only moves when the variable is taken out.

    Thank you for your time everyone.

  • Why do you not want to use a ground collision check and why do you think its insane? Is it because you have many different types of ground sprites?

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  • Many many thanks Nimtrix, Yann and Ramones that is exactly what I wanted.

  • I'm testing it extensively but it seems to have some problems when you delete a few of the player instances. I didn't change any of the events just took out 8 instances and repositioned the other turrets. This is meant for a tower defence so it needs to work for any number of enemy units.

    dl.dropbox.com/u/57137706/turretanglerestrict3.capx

  • Many thanks Nimtrix, but is it possible to totally ignore targets that are within the no rotate zone otherwise it becomes like this.

    dl.dropbox.com/u/57137706/turretanglerestrict1.capx

  • Hi all,

    This problem is actually part of another thread, but the thread wasn't opened by me and I would like to add something too, so I made a new one.

    I've currently hit a brick wall in my progress because a problem I thought that was fixed isn't really fixed and I have been unable to solve the problem for several days. What I need is a turret that only rotates within 178 degrees in the direction its facing, if it goes out of this range then it will locate the next nearest target and if there are no targets in range then the turret will swivel back to its original position.

    This diagram explains it better.

    <img src="http://dl.dropbox.com/u/57137706/text3896-2.png" border="0" />

    dl.dropbox.com/u/57137706/turretlimitedrotate1.capx

    In this capx if you look at the top right turret you will see it more clearly.

    dl.dropbox.com/u/57137706/turretaltered.capx

    This is the closest I got to it working but it breaks as much as it fixes.

    If possible I would also like to add in prediction aiming to it, but there hasn't been a solution yet. The closest example I found is here.

    dl.dropbox.com/u/57137706/aproxaim.capx

    I think the reason why it don't work is because of the maths. If the maths is correct then I think it will work.

    This part isn't too important because if it can't be achieved then I will make the bullets so fast that it can't be evaded, but if possible I would like a solution.

    Thanks for your time everyone.

    Kind Regards.

  • dl.dropbox.com/u/57137706/horiz.capx

    Is this what you wanted?

  • All you have to do is set the angle of your bullets to the same angle of your spaceship and in the image editor ensure both are facing the same way.

  • Been waiting a long time for something like this, do you have a rough release date for this?

  • Many thanks Ramones, that works perfectly.

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RockmanZero

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