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  • Two ways to do this:

    1. Use System->Set Time Scale=0 for the object with Timer. This will stop everything for this object.

    2. Save timer remaining time in a variable (I believe it's object.Timer.Duration-object.Timer.TotalTime)

    Then stop the timer. After player answered the question, start the timer again for the remaining time.

  • NeronSparda

    Mayfly

    Here are my thoughts -

    I think Bullet behavior would be a poor choice for a billiards game, it's very inaccurate. Physics may work a little better as you can set "Collision mask=circle" for balls, but I'm still not sure.

    If you want precision, you will need to calculate reflection angles and collision points in advance. Collision points too because a fast moving ball can travel long distances in one tick and if you rely on C2 collision detection, it will also be very inaccurate.

    You can also try these plugins:

    https://c2rexplugins.weebly.com/rex_light.html

    plugin-jcw-trace-raycast_t172320

  • Are you moving the sprite with Bullet behavior?

    If yes, disable "Set angle" in Bullet settings.

    Then use Bullet->Set angle of motion -> Angle (sprite.x, sprite.y, destination.x, destination.y)

  • Darxoon

    Say you have Enemy sprite with instance variable Health.

    And you want to count all enemies with full health and display this number in MyText.

    Add event

    Enemy -> Compare instance variable Health=100 -> MyText set text to ("Enemies with 100% health:" & Enemy.PickedCount)

  • Local Storage has nothing to do with layers or layouts.

    It's just a method of storing data. What data you store and when in the game you retrieve it - it's up to you.

  • Well, if you want the bullet to immediately change angle, you can remove the alnglelerp part.

    Simply set angle to angle(Self.X, Self.Y, Target.X, Target.Y)

    anglelerp was to make the trajectory smoother.

  • Try this:

    Every tick -> BulletSprite set Angle to anglelerp(Self.Angle, angle(Self.X, Self.Y, Target.X, Target.Y), dt*4)

    In Bullet behavior set "Set angle=Yes"

  • What you probably looking for is Else condition.

    If condition A -> action A

    else -> action B

    You can also use other conditions after Else:

    If condition A -> action A

    else if condition B -> action B

    else if condition C -> action C

    else -> action D

    "Else" can't be used with triggered events like "On created" event on your screenshot.

    Triggered events have a little green arrow and usually start with "On.."

    You can see the list of all expression in the expression editor, there is a semi-transparent window with all objects in your project. If you click System for example, you'll find all system expressions.

  • I'm guessing you want to select rotation direction randomly?

    Use choose(0,1) to "flip a coin".

    if choose(0,1)=1 then rotate clockwise

    else rotate counterclockwise

    Or you can use choose() expression in a formula: Rotate (choose(-1,1)*degrees)

  • No worries!

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  • Sorry, I had to change pretty much everything:

    https://www.dropbox.com/s/g4gnllwg7fpg9 ... .capx?dl=0

  • If I understand you correctly, you can try this:

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dop2000

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