immortalx's Recent Forum Activity

  • I can't see the image too.

    If I understand right you have many conditions in a single event like this for example:

    Mouse cursor is over Sprite

    is animation "run" Playing

    Sprite2 Y < 150

    If that's the case, then the first time you use these conditions together, add an action that sets a global variable. Like MyConditions=1

    Then you can use a single condition:

    System - MyConditions=1 --> ...(trigger some actions)

    At the end of the actions set the variable back to zero.

  • Herald of Time

    Just copy-paste the link on the browser.

    (I don't have enough rep to post "clickable" links)

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  • Ah, now I get it. You can't just put the X value as the volume though. You have to convert it first

    I did an example

    https://dl.dropboxusercontent.com/u/14855413/volumeslider.capx

    There's probably a better formula, but basically what it does is to translate the X position of the slider sprite to db.

    Substitute 525 to the maximum X your slider sprite can travel and 250 to the difference between max X and min X.

    -50 is the volume at which I hear no sound. Put it to a lower value if you still hear some sound (I'm 41 so I already started having hearing difficulty )

  • I made a little example:

    dl.dropboxusercontent.com/u/14855413/ex.capx

  • If there only a couple of such objects, you can position them off screen so that they cannot be accessed (clicked, trigger accidental collisions, etc) and then recalled and re-positioned by picking them with their UID. You can store their UIDs in a simple array for that.

    If there are dozens of them, so that hiding them will probably affect performance, you can do the following:

    Using a 2 dimensional array, you can store whichever properties you want for each one of them and when you want to "store" them away, destroy them. When you want to bring any of this objects back, create a new instance and pass it the stored properties.

    Note: Don't try to store their UIDs or IIDs with this method. UIDs are gone when you destroy the object and IIDs are shifted. Instead visualize in your head which "row" in the 2d array corresponds to which object.

  • I'm not sure I understand correctly. You want for example the sound fx and music play at different levels?

    If so, then keep the master volume at db 0 and don't use a slider for that.

    Instead, create 2 sliders that each one will control one of the 2 categories (fx or music). Whenever you trigger a new sound, pass the corresponding slider value into its "Volume" parameter.

    ex:

    Play "MyMusic" looping at volume Slidermusic.Value

    Play "MyFX" not looping at volume Sliderfx.Value

  • One way is to add a global variable and do a check.

    ex:

    Global number MyGroup5IsActive = 0

    Group "MyGroup5" is active ------> Set "MyGroup5IsActive" to 1

    Else -------> Set "MyGroup5IsActive" to 0

    This is for one group only, you'd have to add one variable and one check for each group. After you finished debugging just delete those variables and events.

  • Thanks man, it's no biggie as you said! I just thought maybe it was there and I was too blind to see it. Glad I'm not

  • Ah, now I see. I know hot to stretch a window, but I though you had found a proper method to move the event sheet on another monitor, while keeping the main window maximized in one monitor.

    If you have a Nvidia card I believe that the Nview application can force dialogue boxes into a specific display

  • Here's a way to do it by picking the nearest unit

    dl.dropboxusercontent.com/u/14855413/nearest.capx

    As jobel said though, it might be difficult to implement in game

  • You can use "Pick random instance" and be done, but I guess you'd want the unit closest to the tree to go and start cutting?

    If so, you can use "For each" loop which will pick every instance one by one and store the distance of each one to the tree in an array. Then choose the one with the lower value and sent it there. Note that depending on the number of instances it could slow down performance.

  • I noticed that the scale property (or is it a method?) of sprites isn't exposed in comparison operations. Is that by design? Because I think it would be useful in some situations. I'm sure I must be missing something but it would be nice to know what that is!

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immortalx

Member since 8 Sep, 2013

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