dop2000's Recent Forum Activity

  • If you already have strings like "10110" for each line/column, you can do it an easy way. For 5x5 grid:

    Set text to replace(text, "11111", "5")
    Set text to replace(text, "1111", "4")
    Set text to replace(text, "111", "3")
    Set text to replace(text, "11", "2")
    Set text to replace(text, "00000", " ")
    Set text to replace(text, "0000", " ")
    Set text to replace(text, "000", " ")
    Set text to replace(text, "00", " ")
    Set text to replace(text, "0", " ")
    

    .

    A smarter way to do this is by counting "1" in each line in loops. See this demo:

    dropbox.com/s/04ib2t619128hks/Nonogram.capx

    It generates strings for Y axis in the array (rows), you can modify it for columns.

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  • You don't need to link everything to everything by their UIDs. (for example detector to weapon etc.) Just use Box as the main object and link all other parts to it.

    I fixed your file, have a look:

    dropbox.com/s/7l91e8q6nzumsqo/character2.c3p

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  • Yeah, it only works if you add "Wait 0.1" before moving the canvas.

    I don't know why it doesn't require Wait in my file. Maybe the canvas size is much smaller and objects can be pasted on it in one tick.

  • Sorry, I don't really understand your project..

    Like I said, another option is to make your own z-elevation effect by changing scale and position of sprites. You may find it easier.

    Here is a demo:

    dropbox.com/s/gm68vv0lm3dmh69/ZElevationOffset2.c3p

  • since the textWidth expression is delayed a tick

    In C3 it's no longer delayed. You can set text and access textWidth or textHeight immediately.

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  • There is a similar idea, Ashley said it's not planned..

    construct3.ideas.aha.io/ideas/C3-I-726

    .

    You can make your own z-elevation system with events - move and scale objects slightly depending on their relative angle and distance to the player.

    Or use DrawingCanvas to offset z-elevation sprites. See this demo I made:

    dropbox.com/s/f30bwrkam5dwwnw/ZElevationOffset.c3p

  • Why do you need different timer names? Can't you run all timers with the same name and check the variable inside the "On timer" event?

    Object On Timer "cooldown"
     For each Object
    	Object.var=1 ... do some actions
    	Else Object.var=2 ... do some other actions
    

    Note, "For each" needs to be inside the "On timer" event in case multiple timers are triggered in one tick.

  • How do you know that previous timers stop? Did you check them in Debug Mode?

    I'm guessing the timers keep running, but "On timer" is not triggered for them. If you need to use "On timer" like this, you have to put it into "For each" loop:

    For each Object
    	Object On Timer "Name"&Object.var
    

    This is not a very good usage of the timer, because you need to run this loop on every tick, but it should work.

  • but every time I change the instance variables to start a new set of objects with different a timer setup, the previous set of timers stops.

    You mean you create a few new instances, start timers for them, but this stops the running timers on previously created instances?

    This should not happen. You are probably not picking the right objects in your loop. Can you post a screenshot of your events, or project file?

    .

    Also, this event will not work:

    OBJECT On timer "Name"&ObjectInstanceVariableName Actions

    "On timer" events need to be hardcoded. Or you need to check them in a "For each" loop on every tick.

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dop2000

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