99Instances2Go's Recent Forum Activity

  • How many bullets will be bouncing ?

  • First thing that comes in my mind is the 'wait'. It does what it is designed to do, but i dont think it does what you expect it to do. (besides that i have no solution for you at this little moment)

    Lets say ... at 12h00 the player jumps. You delay the enemy with 2 seconds. The enemy jumps at 12h02.

    At 12h01 the player and the enemy are closer to each other. The player jumps. Enemy delays with 1 second. So at 12h02 de enemy jumps. Twice ? Nope.

  • I agree.

  • Some condition

    ---> wait 0 seconds

    ---> function 1

    another condition

    ---> function 2

    ----->function 3

    Now function 2 & 3 will execute b4 function 1.

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  • There are no benefits. Other then that there will be no need 4 you 2 read the manual.

  • Sorry 4 u, u did't read me. U r wrong.

    Ther is no 'list of instances', there is only a Selected Object List.

    In the rare case that you pick them all, you have something that you personal call a 'list of instances'.

    There is not such thing as 'my fish', relative to those in the sea, in that rarely case that i catch one, i can call it mine, yet there is a majority that is not.

    The IID is the index of an object in the Selected Object List. (SOL)

    https://www.scirra.com/manual/29/object-type

  • It is possible. Don't think this way is useful.

    https://www.dropbox.com/s/e7za6gh4c8l8i ... .capx?dl=0

    Both sprites have drag & drop.

  • Maybe you can elaborate on watcha wanna accomplish. Help can not be far away then. Anything is more easy than what you propose now. Say i want to run trough the instances ordered by X. I cant do that anymore without an IID that goes with that picklist.

    What newt says is a good solution, but in your case i suppose destroying an object makes a gap in the list that you don't like ? But UID's have gaps too.

  • Pick turret

    Pick its target by UID

    Pick new target using a family

    Unacquire target

    Acquire new target (or it might retarget the in acquired one)

  • IID depends on wich objects you pick.

    When you pick only the last created object it has at that moment IID=0

    If you pick them all, it has the last IID.

    If you run trough them with for each (ordered) and use the IID expression + descending, it will start with the last one, and it gets IID = 0.

    IID is not an absolute, static position in the list.

    So, nope, you cant push it into the beginning of the 'instance list'.

    Well technical you can destroy all and create that one, and recreate the others.

    Yes, you can push it to the beginning of the picklist, actualy giving it IID=zero.

  • Ty, updated.

  • I got to dissapoint you, thinking in IF/THEN will give you problems.

    Plz read this very carefully.

    https://www.scirra.com/manual/75/how-events-work

    It comes down to this ...

    Actions run IF the condition is TRUE and ONLY on the objects picked by that condition AND on all unreferenced objects when adressed directly in that action. When there is a pick condition for a certain object, but none got picked, the actions have no objects to run on, even if the condition is TRUE.

    As you see (the document explains it better, at least its English) ... if/then is 1/3th of the story. Wish someone would write those two line in good English for me, so i can copy and past it for ever. : )

    About creating from a famely. Creating from a family creates a random member of that family.

    The creation/spawning action creates objects that are directly adressed by that create action, independent of wich objects are picked in the condition. Of course, the condition must be true for the action to run.

    About the 'run under a flag'. Just make 2 sub events. One containing an empty block (or an on every tick condition) and one containing the flag conditions. Actions go where they belong.

    I hope you have fun with construct as much as i do. For me, coding is the game, not that interrested in the games coded.

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99Instances2Go

Member since 12 Feb, 2016

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