nimos100's Recent Forum Activity

  • Hi is it possible to have an event play during an audio clip, I have a voice actor speak in my game and would like an events to happen when certain words are said?

    Something like this

    When audio (name) is playing 30 seconds - play event - eg

    You can add a Timer behaviour and start it when you play the audio file, then just set it to non repeating and 30 s. I don't think you can do it the way you suggested, but might be wrong.

  • Hey guys! Can you help me please with this issue?

    I have a text, so i want "on text changed" to use 1 special character only. For example:

    $29.99[/code:dsrnugbx]
    In this example i want to add only 1 "." character, I don't want to have this results:
    [code:dsrnugbx]$29..99
    or
    $29...........99
    etc etc[/code:dsrnugbx]
    Can i? Thank you!!!
    

    Not sure if this is what you are asking about, but you can combine text the way you want, that being numbers/text.

    Nr1 = 29

    Nr2 = 99

    Text1.Text = "$" & Nr1 & "." & Nr2

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  • Hi!

    I'm struggling with this: I'm creating a game where we use drag and drop to put commands in order, then, we read the commands and execute them, making the player move forward, backward and jump , for example.

    I tried using a while loop and a 'simulate control' to the right, simulating that I was pressing the button, when I read the 'command' "move right" but it doesn't work! The game just stop working and the player don't even move.

    Do you know any way to solve this?

    Thanks.

    The moment you mention "While loop" and game stops working, its most likely because it goes into an endless loop . So my advice is to double check that the while is actually working correctly.

  • I'm passing object UID's to these functions, which is probably bad practice. But they're global objects created on startup and their UID's never change. So it should be okay.

    Here are some tips you might find helpful when trying to pin point problems.

    What you can do is to create a log and use that to track what is going on more closely in the code. Just make a List and call it List_Log or whatever you prefer. Change it from dropdown list to a listbox in the properties menu, then you can use the additem varies places where you think things might go wrong.

    Also there is nothing wrong in passing UID to a function, in fact its very good to do so, because they are unique. Not that there is anything wrong in your picking. But what you can do that might simplify your picking, is to do what I have done above. The red area in my example does exactly the same as in yours. However you don't have to use local variables etc. anyway just a tip.

  • Again. According your comments, this should be totally not possible.

    https://www.dropbox.com/s/79jl1kgt0xfjc ... .capx?dl=0

    Yet, i have 8 instances of the same objects & 1 extra object with differed obstacle maps, finding a legit path.

    They, again, just wait for the obstacle map to be build.

    (not that i like the paths at all)

    Im not sure what this example is showing in regards to the obstacle map issue in C2?

    If this weren't directed at me but the OP, you can just ignore this comment.

  • Uuhhh nope. I do need to recalculate the maps. Because, you obvious did not notice, right/left click is changing the tilemap. And there for the obstacle map.

    Again, it just waits till the obstacle map is ready before initiating a 'find path'.

    (although i have to admit that i cheated on the concept: hard to press right/left click on the same time)

    Fair enough you have to use the regenerate obstacle map if you make changes to the map for whatever reason. But I assumed that you only changed the tilemaps to mark where the player clicked as you used fixed the targets for the sprites to path find to anyway. But its not really important regarding the obstacle maps and how they work I think.

  • nimos100

    Explain 2 me why the capx that i posted in the topic that you linked to is working flawless.

    Ty.

    Its actually quite interesting because at first glance your CAPX seems to work fine, and it took me a while to figure out why, because even if I copy/pasted yours, mine still weren't working. But looking further into it, it turns out that it have nothing to do with how you programmed it. You don't need all the regenerate obstacle map, global variables or trigger once, you could have made it straight up like this:

    On mouse left click -> A.findPath

    On path found -> A.movealongpath

    etc. etc.

    For some strange reason it seems that the cell size of the objects is very important, much more than I thought. Because the reason yours works or appears to work, which of course it does to some degree, is because the obstacle map is linked to the cell size of the sprite. You can test this very simply by changing the Cell size of object A to be the same as B (32). When you move A it will work correctly, however when you move object B it will ignore the obstacle map that you told it to and start using object A instead, which seems illogic why it should do that, but interesting and good to know non the less.

    So your example might actually have help me at least, to find a semi acceptable workaround for the path finding, because you might be able to get at least somewhat unique path finding simply by using different cell sizes to simulate different types of object, lets say a (Ship or Car). So you could give the Ship a cell size of 32 and the Cars a cell size of 31 and in theory from what I can see it should work, but whether that will give a lot of bugs later on with weird movement etc. I don't really know, but definitely worth testing out at some point in a serious game.

  • You're right but I think I might've found a fix? You suggested it was limitation of C2 which seems feasible but I tried a different pathfinding behaviour for each object now (different names) and it appears to be creating two different object maps and working. Have you tried this before? May be an acceptable workaround.

    I believe i have tried about anything I can think of to make a workaround for it, but weren't able to do it. From the tests I did it seems to not matter what you do, there is one obstacle map and all objects using path finding will share it. However it have been some time since I have looked at it as I assume it haven't been fixed based on Ashley explanation of how it is designed. But feel free to add a Capx as I would like to see if you might have tricked it somehow

  • I'm having an issue where I have two objects which I should add were cloned from each other originally. One, object, 'civilian', on created has a 'tile' pathfinding obstacle added. For some reason, the other separate object, 'pawn', is affected by this. When a civilian is created, the pawn suddenly starts detecting the 'tile' as an obstacle as well. Obviously this could be difficult to determine without any events shared but has anyone come across this before where they found a reason behind it?

    My guess is that you are experiencing what is discussed in this thread:

    https://www.scirra.com/forum/suggestion-is-it-feasible-to-have-2-preset-obstacle-maps_t186546

  • in my case i've tried to just copy a dropped file to an already created folder and it didn't work (same for moving). It may be an authorization problem or something like that.

    I've tried it with a slash at the end of the destination path. The original file path is just NWjs.DroppedFile

    Should probably have written it a bit more clear In the first reply, but what I meant was that you have to include the filename in the destination path so it look like this. Here are 3 simple examples.

    You can change the destination filename (B.rtf) to whatever you like. In this case I just made it B rather than A.

  • Hello!

    I am trying to move or copy files through Nw.js's On file Dropped event but it just isn't working for some reason.

    I can rename files, see the name of the dropped files, and write files, but something is stopping the move and copy actions from working.

    Here's a screenshot:

    I am running construct 2 as administrator, I tried exporting the project and running it as administrator and that did not work either.

    There has to be something I'm missing here!

    Thank you in advance for any help

    Pretty sure (However might be wrong as I have to check) but you need to add the filename of the file you copy.

  • I'm trying to make roguelike dungeon crawler, but i'm having some issues with enemy movement. Sometimes all enemies are triggered by this movement event, even if i'm picking enemy by using distance calculation. I also tried with Line of Sight behavior, but same thing is happening. Also i'm trying to make enemy follow, me even if i have changed my position, but they are still going to the first position, where i was a seconds ago. I think i'm very close to the desired result, but i guess i'm missing something.

    Please run this capx and you will see it. I'm using Roguelike plugin, so to open this project you must download it from here: roguelike-plugin-c2-rot-js-interface_t118452

    CAPX: https://dl.dropboxusercontent.com/u/561 ... ngeon.capx

    Haven't tried the roguelike plugin but looks interesting. However from reading the information about it. My guess is that as the player moves you have to update the path finding (He refer to it as the map cell based path) which allows you to calculate a path from one coordinate to another coordinate on the map.

    That the line of sight and distance picking is not working, I would try to double check it and test that your picking is actually working as it is suppose to.

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nimos100

Member since 23 Sep, 2012

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