lionz's Recent Forum Activity

  • You could have a global variable number and add 1 to it when you press right, subtract 1 when you press left presumably. Then in other events you have conditions GV=1 - set ability 1, GV=2 set ability 2 etc. If you have bullets shown in game, based on GV you can set the animation of the bullet and damage stats etc.

  • Sounds problematic, the picking of the new instance, it might not be available yet in the same event. You would have to pick all instances again and then define the new one somehow maybe on last created, but the code may not see it. Better to just store as a global variable then all the problems go away.

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  • You've moved the condition though. Before it was a sub event of the top condition and now it's underneath it at the same level. So maybe that was your problem.

  • Is this for practice? Because that variable wouldn't do anything

  • It does work that way, that's why I'm trying to understand the problem here. When the loop stops it runs the sub events once more, but it would only run it if the condition is true, it would mean the value to stop the loop is found at the end of the array.

  • What is height-1 value of the array and what is the value printed for loopindex on the middle event? Are they the same? When you stop the loop it will run the sub event and if the condition is true then it will run the action.

  • On button clicked is for a click anywhere, you need to use on object clicked and select the bush object.

  • Because the collision box is small for the second animation. Set them all to the bounding box and you should have no problems.

  • When you click on the instance you are getting all of its data, but you must store it somewhere as I mentioned so on the actions right-side of the event sheet you can set a variable to object.name which will be the name variable of the one you just clicked.

  • When you click the bush it gets the variable from it but you need to store it somewhere to compare later. Then you can pick all instances again and limit them by where name = variable and destroy them.

  • If you use the mouse object condition 'on object clicked' it will pick the instance you are clicking, then as an action you can set a variable to object.name and you have it stored.

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lionz

Member since 5 Aug, 2013

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