lionz's Recent Forum Activity

  • Same as above but do this on a separate object, so the object which is using LOS and following the player would be invisible, the animations object which you can see is a separate one pinned to the other object and mirrors accordingly but does not have any of the set angle events.

  • If I remember correctly it would be function.call('getAvailableStars')

  • Anything that can be picked up you add to a Family, then you say cursor over family and pick nearest family etc.

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  • You could use 'mouse cursor is over object' combined with 'pick nearest to mouse.x,mouse.y' to highlight one of them. Then when user clicks make it so the user always picks up the highlighted one.

  • Great!

  • Add an Else to the 2nd and 3rd sub events

  • Whenever you receive the high score at the end of the game 'Punkte' you need to run the score changing one time only. The 3 conditions you have for comparing Punke to high score variables should be sub events in a single event that runs once. So whenever you receive the high score you run that event one time.

  • Well the events are running constantly and you keep changing the HighScore variables so some events are going to become true when they weren't before. Try to add it to a trigger one time event like a keyboard press rather than constantly and it might work.

  • I think the loop runs instantly like within the tick which is why loopindex is 0 then the Wait kind of queues up the events after it because it's asynchronous. I don't expect to get normal results when I add a Wait in a loop but I believe this is what happens.

    For enemy spawner behaviour you could try using Timer behaviour on the enemy spawner object itself, this is what I used and gives nice control over system loop.

  • Do you have more info ? Events ?

  • No, Im using line of sight

    With what ? LOS on its own does not move a sprite and chase a player.

  • So you are using pathfinding behaviour ? Try disabling Rotate Object in the properties.

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lionz

Member since 5 Aug, 2013

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