MoscowModder's Recent Forum Activity

  • Oops, didn't finish uploading before I shut my computer. Should work now.

  • Yeah, mine is set up the same way as yours.

    Here's my .capx, minus the Pause and Function objects: dl.dropboxusercontent.com/u/811222/temp/CiS2NoPause.capx

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  • However, the System Create Object action will apparently also pick objects, specifically the object it just created. So, if you properly placed a create object bullet action right before your set angle bullet action, then it should only apply to that created object.

    That's what I thought, too, but it doesn't work for me.

    You can see my CAPX file at https://www.dropbox.com/s/n4ugzwygz346xqk/CiS2.capx, event sheet "Common enemies", groups "Copter" and "Tank", and also sheet "Global", group "Gun". In the preview mode, enemy bullets re-aim at you and occasionally (not always) your gun turns enemy shots around too.

    Edit: I'm spawning the bullets with Enemy->"Spawn another object".

  • But how do you put the "set angle" part within the "spawn" part? I currently have it immediately below in the same event.

  • It's below. How do I make it within? It can't be in the bullet's "On create" because different enemies fire bullets differently. I could make several different bullet objects, but I'd rather not if I don't have to.

  • In my game, I use the following series of actions to fire bullets (both the player and enemies):

    (Object) spawn Bullet

    Set angle toward target (either player or current direction)

    Set damage...

    The trouble is, the Set angle action doesn't seem to care which bullets it chooses. For example, one enemy that shoots bullets aimed at you will aim all bullets on screen at you every time it shoots. How do I make it only select the shot it just fired?

  • Perfect! Thanks!

  • I'd like to make different members of an object family all share a family instance variable (like HP and Damage), but all have different values for this variable. I can probably just give each different family member an _HP and _Damage variable and an event sheet that copies these values to their family instance variables for each enemy, but I'd much prefer if I didn't have to do that as I plan to have many, many different enemies and do the same for different families like weapons.

    Is there an easier way to do this or am I stuck with the method described above?

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MoscowModder

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