That's was my first idea, but how I can control UID's?
No need to make anything messy like that, here is one way to do it: door example
C-7 Isn't that exactly duplicating what UID's are meant for? :)
EncryptedCow My objects are the same sprite so it won't work for me. When I said X is not on-screen -> Destroy It destroys all X not just off-screen ones.
EncryptedCow
My objects are the same sprite so it won't work for me. When I said
X is not on-screen -> Destroy
It destroys all X not just off-screen ones.
You have something wrong with your events then. Here is an example: Destroy object offscreen
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Remove 'restart layout' event after the level switch event.
Do this:
every tick
for each dude (order by y ascending)
.. dude move to top of the layer
Should work. Depending on how many objects you have will need to be optimized :)
Updated the link I posted before with that functionality.
vee41 I see what you did, tried to do it, but doesnt work with pathfinding. here is updated: https://www.dropbox.com/s/roqhfuvjapoylye/Miner.capx
vee41
I see what you did, tried to do it, but doesnt work with pathfinding.
here is updated:
https://www.dropbox.com/s/roqhfuvjapoylye/Miner.capx
Few simple fixes, you were quite close :)
RTS harvester example
Here is an old example of units collecting stuff I did a while back:
Harvester example
I recommend you use the forum search, there are lots of examples to be found that way. :) Here are few of them.
You can install the beta version in different folder, you can have as many different C2 versions installed as you need. Never had any problems with beta versions myself during two years I've used C2, so I'd say that is probably unnecessary hassle. :)
Well that was my mistake, so it was easier for me :)
Remove the Animation frame != 3 line and it should work. Thanks for spotting the bug out :)
Do they set themselves invisible,or maybe move outside of the view, scale to nonexistant or have empty animation frame?
Member since 12 Apr, 2012