nickl's Recent Forum Activity

  • eli0s

    that's a great solution, thanks for putting the effort in explaining it all.

    Adding the extra flash and 'bounce' features look fab too, thank you.

    Also, I've never really understood Tiled Backgrounds, so thanks for replacing my platforms with them, that has helped me get my head around them!

    Nick .

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  • Hi

    I have the 'player' and some 'baddies'. The baddies have the sine behavior so they move left and right along a floating platform, and the solid behavior.

    The player has the platform and boundToLayout behaviors.

    When the player collides with a baddie, I play a sound. Now the baddie will push the player which is what I want, but as it's pushing it the collision sound will repeat.

    What I'd like is for the collision sound to only play once, or for it to play say every 0.5 seconds (for example).

    I've tried with a system-wait for 1 second, but that doesn't work.

    I'm sure I'm making a fundamental error, so any help would be appreciated.

    The .capx should be below, it's made with construct R182.

    Thanks

    Nick .

  • Manarsoft

    many thanks for the help. I've done as you suggested (or as close as I can work out) and using regular Set Angle outside of the physics group does indeed set the turret angle to whatever I tell it. However it's an instant movement of the angle so it doesn't look great.

    So I changed Set Angle to Rotate Towards Angle, and that basically does the same.

    I've also tried unacquiring the the target too, to stop the tracking as soon as it sees it again while rotating it away from the target, still no luck.

    If you have the time, I've attached my capx.

    Thanks.

  • Thanks Colludium

    I've basically decided to just remodel the turrets, so that the turrets rotates around a ball, then attach something thin to the ball to fix it to the ground. Doesn't look as good, but it's a work around I guess.

  • Nah, won't work with turrets at vastly different Y positions.

  • A problem shared is a problem halved ... Just had a thought - I'll try disabling the turrets turret behaviour when player.y > someValue, then enabling it again when player.y < someValue.

  • Hi,

    I have what I thought would be a simple problem to fix, the thread is here https://www.scirra.com/forum/turret-behaviour-set-max-rotation-angle_t106442

    [attachment=0:3mov7i1q][/attachment:3mov7i1q]

    The turrets go through the floor. This game is using physics, so setting the floor to solid does not help.

    To fix this issue I'd really like to be able to set the min and max turret rotation in the turret behaviour dialogue.

    Or have some way for the turret (not using physics) to stop rotating when it hits something, in this case the floor - which is using physics so the player ship which also uses physics can interact with it.

    I've just gone through the javascript sdk docs, but I don't feel confident trying to add this behaviour myself. Although I can see where it could be done in the turret behaviours runtime.js, possibly in

    // Rotate towards target

    if (this.rotateEnabled)

    Anyhoo, this addition to the turret behaviour would be great (for me!). Not sure if anyone else has a requirement for it, but I'd be surprised if not.

    Thanks

    Nick .

  • Thanks for pointing me to that. It's a good example of setting a rotation value for a sprite, but it doesn't use the turret behaviour.

    I want to keep my turrets with the turret behaviour if possible.

    Thanks.

  • Hi

    does anyone know if it's possible to set the max rotation angle on a turret?

    I'm using the turret behaviour for a weapon that sits on the floor. If the target is also on the floor the weapons angles itself into the floor slightly, looking weird.

    There's physics in this game, and adding physics to the weapon did not help as the rotation point changed to the middle of the weapon sprite.

    I've attached an image showing the issue, any help appreciated.

    Thanks.

    [attachment=0:2pou0qqm][/attachment:2pou0qqm]

  • Also one of the demos shows hiw to do this. I tjink its the vertical space shooter demo.

    It basically sets player x and y to touch x and y.

  • RamPackWobble

    Excellent! That works spot on, many thanks for the demo.

    I've not user the Timer before, so I'll have some fun messing with that.

    Thanks again

    Nick .

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nickl

Member since 17 Jul, 2013

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