lionz's Recent Forum Activity

  • This looks interesting, I'll add it to my wishlist. Too expensive right now!

  • When the animation ends on the last frame it counts as not playing anymore or finished. So as soon as it finishes, it will revert back to whether the player is moving or not and play those animations. Essentially the player shows moving or idle until you press Z, then invisible plays and finishes, then we return to when you hadn't pressed Z. The only way it could be an issue is if 'invisible' loops, but in that case you would expect it to be on a timer or stop on another button press which is also a fine trigger.

  • More the other way round because the key press is the overriding animation. You want to play moving and idle whenever possible, so you add conditions to these animation events such as 'invisible is not playing', so if invisible is playing it will not play standing or idle until invisible ends, then return to playing either moving or idle.

    In the specific case of your event sheet you can add second conditions to both the bottom events 'invisible is not playing' and it would be fixed but also trying to explain why it would be fixed.

  • It's a common issue so not to worry. It's because several conditions are true for setting animations so it tries to set them all at once and you end up seeing the animation which appears last in the event sheet. In this case you can be pressing Z but also 'not moving' which triggers both of the Invisible and Standing animations. Way to get around it is to add other conditions to the bottom events such as 'player is not moving' AND 'animation invisible is not playing'.

  • It won't work exactly like that but if you pick player 1 and say change animation of object A and object B, it would change the object A and B related to the player 1 that was picked so you have some control.

  • Containers is the correct use here, looks like you have it working. No you do not need to use Family for this, the container allows you to pick 'player' which also picks the related objects in the container at the same time. Family use would be if you wanted to apply something to multiple 'player' objects.

  • Because you have player object and 2 objects pinned to it that have same animations, I'm not sure why you're using Families? You can maybe make use of a container which groups everything together and all are created and relate to each other. By using Families you are restricting yourself because you cannot pick individual objects. In the screenshot above you should pick the individual objects and pin them, not use a Family.

  • You create the objects individually. Family is for applying something to all members of a family.

  • On the object spawning the other objects you can set a variable to a random number in a range based on number of possible object. Then depending on value you have conditions to spawn an object.

  • Hi, you can use system > every random(1,5) seconds, and then action is create object

  • On created > set max speed to random(x,y)

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lionz

Member since 5 Aug, 2013

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