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  • But I’d also like to configure a specific number of bullets per shot.

    You can add another nested loop:

    On turret shoot
     for 1 to numberOfShots
     for 1 to numberOfBullets
     -->create bullet object
    

    Also use instance variables on turrets.

    You can spread shots and bullets, for example:

    On turret shoot
    ..for 1 to numberOfShots 
    -->Wait (loopindex-1)*0.3
    
    ....for 1 to numberOfBullets 
    ----->create bullet object
    ----->Set bullet angle to self.angle+random(-5,5) degrees
    

    The shots will be fired with 0.3s delay between them, and bullets will fly in 10 degrees cone.

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  • The last event on your screenshot (every tick) is not needed, delete it.

  • According to the documentation, enable/disable physics collisions action "affects all instances of both object types". So it ignores the picked scope.

    And it's also buggy, doesn't always work:

    dropbox.com/scl/fi/hcgy4exoxsrbf1vxok568/PhysicsCollisionsBug.c3p

  • It probably uses a third-party Tween plugin, which is not supported in runtime 3.

    Try opening the project in old versions of Construct, for example r189

    editor.construct.net/r189

    If it opens, try switching the project to Runtime 3 in project properties. If the editor doesn't allow this, then you will need to manually remove Tween plugin from all events and objects. Then save the project, then you should be able to open it in recent release of C3.

  • That's still not correct. You are not picking family members! All archers will move to the same GoodArmy instance, even if it's very far away and there are better targets nearby.

    And "Add target" action should not run on every tick. It's usually done once when the object is created, or on start of the layout.

  • Start a timer. In "On timer" event spawn a new object.

    There are plenty of tutorials and detailed documentation:

    construct.net/en/make-games/manuals/construct-3/behavior-reference/timer

  • You can use Timer behavior. Or increase a variable every 1 second, and check if it's >=5 seconds.

  • "Tap" is a gesture, it means short touch and release.

    What you are probably looking is "On object touched" and "On touch end" triggers.

    You can also add more checks, for example: while recording is in progress, if the finger is no longer touching the object -> stop recording.

  • Events which have a small green arrow on the left are triggers. You can't invert triggers.

    And what exactly did you want to achieve by inverting "On tap" event? "On not tap" - what does it mean?

  • Say, you have a single Enemy sprite with animations Zombie, Skeleton and Goblin.

    Put 3 copies of this sprite on Assets layout. Configure the animation and instance variables like HP, armor etc. And give a name to each template:

    When you create an Enemy from "goblin" template, it will be created with the correct animation and variable values.

    Templates are not related in any way to animations. You can have multiple templates with the same animation, for example "zombie_soldier", "zombie_medic"

  • I'm not sure if I understood your question, but if you are looking for a way to spawn the same sprite with different pre-defined animations and values, you can use templates.

    Put all these sprites on an unused layout, configure their instance variables and set animations. Give a template name to each instance. You can then specify template name in "Create object" and "Spawn object" action to create an object from a particular template.

  • There should be a file with the same name as your project, just run it on mac.

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dop2000

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