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  • Yep also covered that scenario, I said "or give it a variable to make it different to the other text object instances."

  • By saved I guess you mean the values that are present when you create a new instance. It takes the details from the instance of that object with the lowest UID. Find that instance and those are the default stats to change.

  • I'm interested to see if anyone can resolve this because it looks like canvas will only ever pick the first instance

  • There's also system 'pick last created' which might be relevant here

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  • If you are trying to do it for one text object only then you can pick it in an event with a condition, you can use its UID, or give it a variable to make it different to the other text object instances.

  • Move it into its own event, not a sub event

  • When you touch objects above each other you touch them all. The problem with the spray is once its attached to cursor you are touching it as well as the other items so cursorstyle is set to 2 and you keep hold of it. To resolve that maybe add in some other logic like if you touch any of the selectable objects then it resets the cursor and all positions of the objects first then selects the one you are touching. For the loudspeaker try one object with an animation of 2 frames or 2 animations to change between on/off and toggle a variable 'on loudspeaker touched' which switches between the animation. Be careful with 'is touching' too as it runs constantly whereas 'on touched object' triggers once.

  • Well there's a few weird things about this. The Construct 2 events are actually doing what you asked, I would expect the animation to loop. Construct 3 must think you're still on the floor for some reason but I can't see the video for that. That event isn't needed anyway, if you have an event that says on fall set animation to fall then you don't need any additional event saying if not on floor and falling then set animation to fall, which runs every tick and will be seen to loop.

  • let's see a screenshot of the events

  • Let's see a screenshot of your events for the other animations

  • Because the other conditions are true for walking and jumping I guess. You have to make it so they don't conflict and play at the same time. If attack is the overruling animation when you left click then on the conditions for walk and jump you need to add a condition 'attack animation is not playing'.

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lionz

Member since 5 Aug, 2013

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