99Instances2Go's Recent Forum Activity

  • That answher is still not near to complete.

    Got to start with the difference between 'system > create' and 'sprite spawn'.

    Create just creates a sprite in a given position with the same angle as the first made instance in the layout.

    Spawn creates a sprite at a given position and aligns the newly made sprite with the angle of the spawing sprite.

    A turret 'spawns'.

    So, using 'system create' you have to Set angle of motion (or the angle) towards a target, using one of the above methods. And you can steer the bullet on its way using same methods.

    Using spawn, you can rotate the spawner towards the target, using one of the above methods. And you can steer the bullet during its way using same methods.

    Right, now i hope it stands.

  • Sprite > Bullet > Set angle of motion to angle(sprite.x,sprite.y,player.x,player.y)

    Every tick if you want it to act as a kinda 'heatseaking' never missing bullet.

    Once while true if you want to shoot at the place where the target is at the moment of shooting.

    With turret, you just can use the predictive aim, this will alter the angle of the turret on the moment of shooting, and it will only work if the target keeps moving in the same direction at the same velocity. (and if the bullet is given the speed as given by the turret behavior)

    If that is what you want. Fire the bullet straight to the place where the target will be in the future. Then indeed the most easy thing to do is use the turret.

    Or calculate where the target will be in the future. With or without the help of this plugin.

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  • Pick the bunch of sprites with any condition

    filter with conditoin sprite > Pick top/bottom

  • Ah okay. I did't capture that cooldown. Well. You just need a timer to set that "attack_CD" to 0/1. Do not cooldown the animations. Cooldown the variable with random times.

    https://www.scirra.com/manual/167/timer

    Timers are private like instance variables. So on animation attack end, set "attack_CD" to zero, start a timer with a random time. On timer ... set "attack_CD" to 1.

  • I think you are making it to difficult.

    First. You can not set the mouse to a position, other then the position the player moved the mouse physical to.

    And you should not be able to do that in a 'browser game'.

    That said (and accepted), you can not use the mouse to acces things in the wheel.

    And now it all got a lot more simple. Just as example:

    https://www.dropbox.com/s/fdnydudwf81q3 ... .capx?dl=0

  • Not needed amariscal. I dont think that much of myself.

  • Well, you made 3 calls to none existing animations. I moved them to the end and crossed them. Existing or not, they kick in.

    The enemyes moved during attack, kicking the walk animation in.

    And what Sup said. The attack is not looping. So either you loop it, and use trigger once. Or you got to loop it in the events as long as the attack_CD = 1.

    Dont think the or blocks work that way. I think they make the Picklist (SOL) empty, so all the following sub conditions start from that empty SOL. The way i set them up, first the picking happens, then the evaluation.

    https://www.dropbox.com/s/d4t81wey5vz29 ... .capx?dl=0

    Hope this helps.

  • Its the same. And once you translated mouse to tile position, use the action Tilemap > Erase tile.

  • Like this ?

    https://www.dropbox.com/s/l2x79ebde2ig3 ... .capx?dl=0

    Should help. Shows translation from mouse coordinates X/Y to tile positions X/Y.

  • Rightclick on it in the tilemap editor.

  • That was not the deal. You take care of the action. And i am not gooing to run arround (finding pokemons the same time) to debug this.

    This is in the scope of the deal:

    https://www.dropbox.com/s/42vd8m95akiyo ... .capx?dl=0

    2 comments.

    1/ Earth moves, satelites move. Even if you stand still, there will be little changes in the position. You need to define some treshhold.

    2/ I suppose that marker must be placed on the road, not on private terrain (where they shoot as they please). That is not that easy to do. You must draw a circle. And where it hits the road in the right direction, there could be the place to place that marker. In this country even that is impossible, due sinuous roads with a lot of ramification.

  • Lets meet halfway.

    You provide a CapX with 2 things :

    A changing string variable & and a function that does some action.

    I will alter it.

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99Instances2Go

Member since 12 Feb, 2016

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