You can't leave the expression empty in for each (ordered) dialogue. At least a property of the object required. By default construct create random family instances plainly. From what "ordered" suggest a filter criteria needed for example 'family.Y' will filter family instances based on their Y position in ascending/descending order.
So for your case the expression require ObjectTypeName:
dropbox.com/scl/fi/ekz16rd2soqh29xmy2u58/family_order_byType.c3p
Have you set the animation speed to 0?
Start with my slides template: dropbox.com/scl/fi/x5ywjrvdeodjgtqef65jx/tomb_miner.capx
My kind of virtual keyboard: dl.orangedox.com/D3n08OwdVnLEbK7uej
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Yes for certain duplicating object in runtime is possible using spawning or create command and control it after.
Why don't just enumerate them across layout using Index ID (IID)? You can set instance variable to store the enumeration.
An example:
+ System: Trigger once
+ System: For each box order by box.IID ascending
-> box: Set box_id to LoopIndex
Just double click the layout from project docker (usually at the right).
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Quick solution I can think is creating array as replacement for those global variables which need to be reset at once. Not very convenient since it is index based. Or keep the globals but make them refer to an array when assigning value.
You can limit how much enemies on screen or within layout by add comparison: enemies.Count < 10 for example at spawning/create condition.
Add extra condition with comparing the value. Use compare at XY again.
Can't do much without really seeing how things structured. An example of summoning: dropbox.com/scl/fi/j7ovuhjtxxne02w5fyw80/summon_random.capx
Member since 22 Feb, 2012