lionz's Recent Forum Activity

  • I don't like this logic being triggered by animation frame. If the player moves the character or in future you allow the player to do different things that cut the throw anim out halfway through all the logic is gonna mess up. I would set up some functions for throwing the bomb then detecting if it hits the floor and destroying it. You have a load of different logic hooked up to when animation frame = 2 as well which could be causing conflicts. I would definitely avoid using the anim frame stuff to trigger this fairly simple logic.

  • Change OnLanded to on collision with the floor object and see if it's still broken.

  • Does the bomb also change to OnGround while falling ?

  • how much will you pay me?

  • It fixes the weapon and sprite problems. If you want it to do anything specifically then please add the relevant information.

  • Object is visible on screen could work, good luck! Also watch out for future performance issues with everything on one screen/layout.

  • it does, because the logic set up resets charge_lvl to 0 when C is released.

  • I would keep the default stats in the placeholder layout (if they are kinda important to the gameplay) and then set any stats on start of the other layouts. As far as I can tell if you update stats or add behaviours to a copied version it will update it for all instances.

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  • <img src="https://dl.dropboxusercontent.com/u/49548363/flipped.jpg" border="0" />

  • You could add the FADE behaviour to the text object and fade it in ?

  • Is each room a different layout? You can use groups to disable grouped logic by room if you want. If it's all on one screen then just have everything disabled and then enable it when the proper thing is triggered.

  • mindfaQ

    Yep. Because he's already made logic to reset after melee has completed and on release of C, putting it into the sub event works. However it will instantly increase to 1 so he will need to adjust melee to charge_lvl > 1 probs.

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lionz

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Last online 10 Mar, 2025

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