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  • Oh sry I kind of messed up in the explanation =D

    Thank you verry much for time. Unfortunately it was not what I was looking for but I managed to solve my own problem.

    Cheers

    Henning

  • Hi,

    I have some trouble with the communication between an array and a list.

    Basicly what I want is following:

    Player creates a spell with following atributes: name, dmg, element

    these are then saved within an array. X direction are the atributes / each new spell is inserted at the end of Y

    for visual feedback (and spell selection) I want to have a list with one item per spell (Y element) displaying the corresponding atributes.

    So I made an "updatespelllist" function wich is triggered when the array is edited.

    until there everything works fine. when i update the list with fixed XY values it works.

    BUT: I want the list to be updated in the following way:

    for each "array.height" - List: add item with the text "array.at(0, loopindex) & array.at(1, loopindex) & array.at(2, loopindex)

    wich should create an item with the text "name dmg element"

    instead my gets created empty

    Can anyone see where my logic doesnt work?

    Greetings Henning

  • Hi,

    I'm using the free version and thus am not able to use "families" could anyone spend a few minutes and try if using this option could help me out?

    If yes i'll finally have to go for the full version. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Thanks a lot!

  • Check the manual on using UID and IID. Unique ID and Instance ID.

    Thank you for your reply:

    I cant see a way to integrate UIDs into the default turret behaviour.

    I tried to script the targeting without behaviors but couldnt find the possibility to check on a list of instances instead one.

    I think that would be needed for terms as:

    if - distance

    (Sprite(self).x,Sprite(self).y,Sprite(notself).x,sprite(notself).y)

    < range ----> fire at (notself)

    Any Tips on that?

  • Could you upload the file ore an exerpt of it?

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  • I am trying to create a TD game with a more complex aiming behaviour...

    not only should towers (and enemys) be able to damage others of the same instance but also heal them later (in different cases of course <img src="smileys/smiley2.gif" border="0" align="middle" /> )

    Problem is... I cant even get them to Target each other properly =D

    Example file:

    dropbox.com/s/9w79dpe1zq0745q/Towerbehaviour.capx

    -Drag and drop Green or Red boxes to place green or red towers

    -Green Towers Target Red Towers and vice versa

    -on clicking a red Tower (not the "buying box") this Tower should be toggled "confused" (Instance boolean)

    -Confused red towers are supposed to target other red towers

    Problems:

    -On Clicking a Red Tower EVERY Red gets "confused"

    -Confused Reds seem to Target themselves as they rotate to 0 degrees

    If anybody would be able to help me?^^ I'm Confused!!   <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I think what Exal meant, was that you have to udate every "pathfinders" obstacle map when you create a new obstacle.

    Edit: You also have to find a new path after updating the obstacle map.

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SmallChief

Member since 10 Apr, 2013

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