Rhindon's Recent Forum Activity

  • I think if you add a for each enemyspawnarea to event 157 it should fix it.

    The on timer trigger doesn’t seem to trigger for each instance individually. Instead all the instances that finished their timer in the last tick are picked in the trigger.

    Thank you, R0J0! And Merry Christmas to you and Dop, both!

    I'll give that a shot and let you know what comes of it.

  • Yeah, I always wondered if this is intentional or a bug. Most (if not all) of other triggered events in Construct trigger for each instance.

    I'm clearly not the expect here but I have to believe that's a bug because it doesn't make sense to have select cases where an event line that refers any instance that's True but other cases when the same set-up does not take each instance into account or it just quits once it encounters the first True instance. That gets very confusing when it's not clear when you have to apply For Each and that's been a problem I've had with Construct for years.

  • dop2000 - ALWAYS a pleasure to get feedback from you, Dop. :) I hope you're having a Merry pre-Christmas time!

    Thank you - after all these years of using C2/3, I don't know how I didn't realize that about Trigger Once. Eh, maybe I just forgot as I don't use it often.

    Now, curiously enough, I managed to redo my event sheet (even made it shorter by a bit) but the same problem occurred. There is no Trigger Once to worry about and I have "On Timer" behavior triggers instead... But the value for the TotalActiveEnemies global variable remains inaccurate to the number of Enemies that spawned.

  • UPDATE

    Problem resolved - see comments below.

    ZIP FILE OF GAME .c3p

    https://drive.google.com/file/d/166Uiht-XNNaHucbyLIDLzuXLReWCF5Y5/view?usp=sharing

    WHAT I'ME TRYING TO DO

    In my Enemy Spawn System, the EnemySpawnArea objects are set to spawn an Enemy (one of three types randomly) when the animation for the EnemySpawnArea object reaches a certain frame.

    At this point, the Enemy is spawned and the value of the global variable TotalActiveEnemies increases by 1.

    NOTE: I know that I can track all the Enemies by putting them into a Family and tracking the system count value, but I would like to have a variable I can manipulate if I need to.

    WHAT'S THE PROBLEM?

    When you open the Layout 1 layout, you'll see that I have 8 EnemySpawnArea objects in the center of the arena where all the action will take place (surrounding the green square that is the Spaceship_Base object).

    When the Wave starts, color-coded "sparkles" should emit from the spawn areas that are activated (this is controlled by a separate process and everything works fine there). I have confirmed that each spawn area will only spawn one Enemy type at a time so you should be able to confirm in the system menu in debug mode that there are X Enemies as you can see visually.

    But when you check the global variable TotalActiveEnemies, it will not match the actual count of Enemies in the layout despite being calculated at the same time an Enemy is spawned - on the same action line!

    REQUEST

    Goes without saying - I need help to understand what's going on and what my oversight is so I can fix this (or if you have a quick-and-obvious-except-to-me solution!).

    I will keep working on this, myself, until I figure it out or someone provides a viable solution.

    Thank you for your time!

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  • alextro - Whatever tests you were running, I thank you. I think I got it figured out now. For one, definitely "programmer error". I was forgetting to add a "+180" to the "set angle" actions which didn't help orientation.

    It also seems the order of the actions (setting the angle before the position) seems to have made a difference. Tis odd.

  • Usually you don't need for each for object container. Instead set the action directly to respective other object container.

    Normally, I would agree and have thought the same thing. But I've found that that doesn't always seem to be the case. I've had a hard time discerning when I do and don't need to specify literally for each container instance.

    Sadly, the problem persists. The second container group (the one on the right) doesn't all line up correctly.

  • The two images here are the event sheet line items and a screenshot of the results during a preview.

    I have three objects in a container:

    Spring_Pole (silver gradient object)

    Spring_Board (red & white 3D object)

    Spring_Trigger (yellow square)

    In the preview screenshot, the Spring on the left has all three components correctly aligned.

    But the Spring on the right has the Spring_Trigger not lining up with the Spring_Board properly.

    Since they're all in a container, I'm doing the For Each condition line. I have verified that the angles all are as they should be...it's just the position of the one Spring_Trigger object that won't line up properly - it should be just to the left of the Spring_Board.

    In the layout, I only have the Spring_Boards (two of them) as I expect the Pole and Trigger will auto-spawn for each Board.

    What am I missing? Any suggestions?

    Thank you for your help.

  • Video reference:

    Subscribe to Construct videos now

    It will be easier to see the blue line if the video is full-screen.

    (If the video player doesn't load: https://youtu.be/EUgaWhvBWq8.)

    When I start up my game's preview, there is a "blink and you miss it" flicker of a blue line on what could be described as the "horizon" of the layout with the 3D camera being utilized.

    I've had this problem before but couldn't identify its cause. One thing I can confirm through prior testing is that this line isn't actually "in the distance" as it always appears in front of other objects regardless of their Z Height and XY distance from the Camera. So, it seems to be more of a visual "tick". I just don't know what's causing it or how to fix it.

    Here is a link to my current project as it is now: https://drive.google.com/file/d/1Sg3iKvcTe7-oL4_H-mEdtvIMj_Lov4Qk/view?usp=sharing.

    The Camera_Base object is what I'm using to better manipulate the position of the 3D Camera object. Its setup starts at Event Line 29. I believe that's all that is relevant in the event sheet.

    I also just switched the Z Axis Scale value in the project properties window from "Normalized" to "Regular". I did this because I wanted to be able to better match the Z Height values to the Width/Height values of certain objects and I figured it would be easier to do this than to guess what value on a 0-100 scale works with the sizes on the regular XY scale.

    I hope that helps narrow down the details. Thanks for any help you might be able to offer.

    Tagged:

  • I'm baffled by what I'm seeing here...

    NOTE: You will need to click on the image to see the line in question better.

    It appears to be a blue line where I believe the edge of the layout border to be.

    The 3D camera is positioned just above the layout in a rather 3d-person perspective and it flickers occasionally as I move my green circle character around and rotate the camera around behind it. I have to get the position just right to get the blue line to appear but I'm not sure what it is...

    Interestingly, as you can see, it's appearing in front of those green towers (those are 3D cubes that I'm getting set in place). I was going to use these towers to block the blue line if it was, indeed, in the distance, but it still appears in front of the 3D blocks (visually more so than spacially).

    When I had the 3D camera positioned higher, I never saw this happen. Also, I did recently double the size of the layout from 1500x1500 to 3000x3000.

    Any idea what's causing this?

  • I have a 3D shape that is using a sprite image on its faces. The 3D shape is part of a container, so when the other container objects meet certain conditions, I want to have the animation of the sprite attached to the respective 3D shape instance updated accordingly.

    However, all I can manage to do is update the sprite's animation which causes all 3D shapes using that sprite image to animate when only certain 3D shape instances ought to animate (with the sprite, that is).

    Despite the fact that the 3D shape is part of the container, I cannot figure out how to update the sprite image animation of only that 3D shape instance when its container objects meet certain conditions.

    There is no 3D shape "face animation" action or otherwise that I can find. And the manual entry 3D shape offers no clear information that I could find.

    Are there any suggestions or solutions I have missed?

    Thanks!

  • R0J0hound - Ooooh, snap, I think you're right. I totally forgot there even was an anglelerp. And I agree about the 0-seam you mentioned. That does seem to be precisely the case.

    Thank you, good sir!!

    Your help is always invaluable and appreciated.

  • PROJECT

    I'm attempting to make a simple "open world" racer with a 3D camera pinned behind the Car object. The 3D Camera (hereafter, Cam) is attached to an Arm sprite object (a long, thin rectangle) at image point 1. The Arm's origin point is at the far right of the sprite and image point 1 is at the first left. The Cam is pinned to the Arm and the Arm is pinned to the Car

    The idea is that as the Car moves along (using the Car behavior, naturally), the Cam will be dragged along. An event line will have the angle of the Arm set to a fraction of its current angle between itself and the Car's Car.MovingAngle via lerp.

    EVENT-> ACTION: Set Arm.Angle to lerp( Self.Angle , Car.Car.MovingAngle , 0.03 )

    IMAGE 1: The Car (black rectangle with the green triangle) connected to the Cam (blue image) via the Arm (red, dotted line). The red dot on the Arm is the origin point and the white dot on the blue Cam is image point 1.

    IMAGE 2: The Arm rotates so that it is the same angle as the Car via lerp. The Cam is always facing the Car.

    IMAGE 3: The Arm is limited to a range it can go regardless of how intense the Car turns.

    Now, for the practical part, this works. As the Car turns and drifts, the Arm is "rotated" gradually and relative to the angle and closes the gap so that the angle of the Arm becomes (virtually) zero-sum to the Car.Angle.

    PROBLEM

    The issue I'm having is that if I maintain a constant turn/drift, the turning rate will overtake the Arm and it will look like the Car does a massive spinout. I attempted to use a clamp() expression...

    clamp( Arm.Angle , Car.Car.MovingAngle - 45 , Car.Car.MovingAngle + 45 )

    But for some reason, this results in a similar issue. The Arm will "lock" against the clamp() range limit but if the turning rate of the Car is still too much, it will "clip" as if breaking past the boundaries of the clamp() and spinout again.

    GOAL

    The ultimate goal I'm trying to accomplish is to get the Cam to "dynamically" and smoothly update its position while maintaining an overall behind-the-Car fixed area.

    Any suggestions would be greatly appreciated. Thank you!

    Tagged:

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Rhindon

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