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  • You will need several events:

    On Q Key Pressed: start a timer, say for 0.5 seconds.

    On Timer: open menu.

    On Q Key Released and if the timer is still running: stop that timer, and switch weapons.

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  • You mean the route editor? Its interface may be very simple like: on "A" key pressed create a waypoint sprite under mouse cursor, on "D" key destroy a waypoint sprite under mouse cursor. And the sprites have drag&drop behavior, so you can move them.

    Then press a button to export all waypoint sprites to a string of coordinates. The resulting string may look like this, each pair of numbers representing waypoint X and Y:

    100,100;120,200;200,120;300,300

    Or it can be a JSON array:

    [{"x":100,"y":100}, {"x":120,"y":200}, {"x":200,"y":120}, {"x":300,"y":300}]

    Then in your main project you need to parse these strings or split them using tokenat() to extract these coordinates.

  • It's up to you how you organize this. I would probably prepare a large single JSON with default values for all creatures (see an example in that linked post).

    And if needed, store a small JSON record with custom stats for each creature instance - as a string instance variable, or in a JSON object in a container.

  • For many reasons I can't use a single object with 100 frames or animations, so I have to work on 100 different object unfortunately.

    Why not? And why can't you combine them into a family?

    It's not a good project organization when you have 100 similar but different objects, each with its own instance variables, behaviors etc.

    Even if you find a way to run an event for all of them (say, via a script), working with these objects will be very-very difficult. I strongly suggest to reconsider.

  • If only 5 objects will be moving at a time, then you shouldn't worry about the performance. (unless you notice issues with it)

    But there is another question - if you need 100 different routes, how do you conveniently create and store them? Making them by hand and saving as timelines, for example, is going to be a tedious task.

    In the game I'm currently making, I am storing NPC routes in a JSON file as a list of waypoint coordinates. I made a small "route editor" project for that.

  • Ashley likes to post this link:

    construct.net/en/blogs/ashleys-blog-2/answer-own-performance-925

    I imagine with hundreds of moving objects the performance will not be very good with either method. You might want to think of some ways to optimize this.

  • No, debug mode pause is different.

    Settings timescale to 0 pauses all behaviors, animations etc. But events still run on every tick. Otherwise how would you control the game while timescale=0?

  • You can rotate multiple layers in a loop:

    For "n" from 0 to 20
    Set layer loopindex angle 20 degrees
    
  • Events are not paused when you set timescale to 0.

    The easiest solution is to add this condition to all such events:

    System Compare Two Values: timescale>0

  • Try running the loop in reverse - from itemcount-1 to 0

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