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  • How do you know it doesn't work? The expressions look correct to me.

    Instead of raycasting, try spawning a test sprite at those coordinates and check if it appears in the expected location.

  • I am not sure what you mean. I just tested (sprite set position to mouse.x/y) and the lag is barely noticeable at 60 fps. At higher fps there is practically no lag at all.

    In any case the lag can't be more than the duration of one frame, 0.016s at 60 fps.

    Does it happen in a blank project?

  • That's not a good solution, because if you press+release W key repeatedly roughly once per second, the speed will still increase.

    If you need to increase the speed by 10 for every second the key is held continuously, you can do this:

    Global variable startTime=0
    
    On W pressed: Set startTime to time
    
    On W released: Set startTime to 0
    
    On every tick
    startTime>0 : Set speed to initialSpeed + int(startTime)*10
    

    Or use the Timer behavior. On W pressed start a repeating timer for 1 second. On released - stop the timer. In "On timer" event increase the speed.

  • You need to check out a few examples and tutorials. In C3 you can create big and complex games 100% with events. Scripting is rarely needed.

    There are 3 different ways you can pick up an instance by UID:

    Sprite/Family: Pick by unique ID

    System: Pick by evaluate

    System: Pick by comparison

    .

    Can you explain the task? You need to spawn a specific type of bullet based on .. what?

  • It would be necessary that when the triangle rotates even hypothetically 180 degrees, it should be able to communicate its speed to continue its course.

    Can you explain what you mean? If it travels North, and then rotates 90 degrees clockwise, should it now travel West? Or continue flying North, but sideways?

  • I believe this may be possible in a web game, if both applications are hosted on the same server. You need to set the same "uniqueId" for both projects in project.c3proj file. Then they both will share the same storage.

  • Your event runs on every tick, which means 60 times per second or even faster. The easiest solution is to add another condition like "Every 0.5 second" to it.

    Also, instead of destroying and spawning the arrow all the time, simply move it to the next option.

  • Try changing the file extension. If you set the filename to something like "myArray.dat", it should not open automatically.

    You can also try "Browser Invoke Download of String" action to download Array.AsJSON

  • You can spawn a triangle, but avoid using other behaviors like Pin with physics objects. Also, avoid using non-physics actions like directly changing object angle or position. See the manual for more info.

    I don't know how to apply a force in the direction of movement and then rotate the triangle with forces.

    You can use "Apply force at angle" to propel forward.

    There are several ways to rotate, you can apply angular velocity or torque, or apply force to different points of the object.

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  • It works fine for me:

  • I'm trying to use an array to pick the instance using the UID I put inside the array

    Ok, it's still easy to do with events.

    Sprite pick instance with UID = Array.at(random(Array.width))

  • Drag n drop will automatically do the "set position" stuff correctly, no need for your own "set position" events.

    I assume the idea is to snap it to another object - HostD to Host1, MediaD to Media1.

    The event #2 should probably be "on drop" instead of "is dragging".

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dop2000

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