lionz's Recent Forum Activity

  • You can do whatever you want up to 50 events

  • Make the LOS a cone in front of the enemy instead of a circle with 'cone of view'. Something like a 45 degree size might do.

  • You compare the angle of playerbox but the angle is always 0. There are other ways to compare like X,Y position or the tilemovement grid position.

  • There are two playerbox instances you need to delete the one on the outside of the layout. Because they don't have line of sight of that they are set to false.

  • Nah what you're describing you must do it manually

  • By the time it takes someone to respond you could've done it :) there are options to apply things to a whole animations or all animations but this is for more collision and image points. Changing speed and looping is just a default setting, you can change everything with events. Stack in or out of subfolders, not sure what that means.

  • Add the Solid behaviour to the wall

  • There are many different ways. You could start out simple and have a function for each npc, every time you press enter, it adds to a variable which acts as a counter and then sets a different bit of text. So whatever you did so far to start and show the conversation you show different text through sub events against variable conditions and when you want to end you just add the actions to close the chat etc on the final sub event.

    You can also store chat in an array. You can set this up in an array file then load it into an array and read from it. Each npc would have a variable that relates to a column of the array and when you chat it runs through each row of that column.

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  • You can add a Trigger Once condition

  • Did you regenerate the obstacle map after creating them?

  • By continues to walk infinitely I assume you mean the player isn't moving but it's playing the walk animation? Why are your walk left and right conditions so different? Well the bottom event for idle is kind of redundant. Really the top one should overrule for idle but it may not trigger if the player is considered as moving for some reason or the player is not considered to be on the floor, you can debug it and check.

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    Duplicate I responded on the other one

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lionz

Member since 5 Aug, 2013

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