lionz's Recent Forum Activity

  • If you use move to behaviour the movement can be based on grid position which you can use in events. So where the player is standing, you store the grid position and when the player moves you can send the NPC to that previous grid position. No one can get stuck as they can only move to where the player previously moved.

  • Can do it with events, set a local variable to choose(0,1), if 0 change variable 1, if 1 change variable 2.

  • It probably is complex, the question is also really generic I'm not sure where to begin helping. What AI?

  • You have to do something a little extra for this, you would store the instance selected, for example the UID, in a local variable with your 'on selected' event. Then as a sub event you 'pick all' instances and set opacity 100, then again as a sub event you pick the instance by UID, the variable value you stored, and set it to 70.

    This is because when you use on selected event it narrows the selected instances to just 1, you have to open them up again with pick all to set everything back to default, then return to the original one instance to pick that and set it to 70. Hopefully that makes sense.

  • Yep choose goes in the second field, the value. The first box is to choose the variable you are changing.

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  • It will reload immediately because the set ammo action to 3 is before the waiting time. Also please elaborate what you mean by cooldown is not working properly, I see there are no actions on the second event.

  • Looks like you need to duplicate the first event with is Reload as a condition and don't subtract 1 from ammo. Assuming the 1 second timer is what you're referring to.

  • If you mean, why is it moving to the right, your events say to move to the right if X is greater than player.

  • Calculation for negated health is damage*(armour/100) so for example 200 damage with 20% is 200*(20/100) = 40. That gives you the amount you are protecting with the armour, then you subtract that from original damage amount to get damage done to the player, so the total calculation you need for damage done to the player is

    damage-(damage*(armour/100))

  • You also need to split the events for crouch and crawl, at the moment they are true at the same time so it's trying to play crouch and crawl together. You need to block out the crouch animation from playing, probably by saying player is not moving. You should move it to separate events.

  • When using Sprite object there is an action Set Mirrored

  • In what sense?

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lionz

Member since 5 Aug, 2013

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