LaroTaio's Recent Forum Activity

  • I have these multiple copied enemies with different bullet speed moving at 90 degrees. What I want to happen is that the enemy that has the highest Y position will be placed on the top Z layer.

    I tried doing this but it didn't work:

    system - for each ENEMY

    system - enemy.Y>enemy.Y ===== enemy -- move to top of layer

    On the image below the objects that are encircled are the one that what I'm after.

  • Have you added the "Browser" plug in, and made an exit object button? Here's an example on YT >>>

  • from what I can tell you really only need to put in the event-action for the

    >>> is touching the fire button = fires bullets

    function and that should get you covered.

    Now HOW the bullets is fired is another story.

    >>> is touching the fire button = fires bullets should fire a bullet once.

    >>> is touching the fire button = fires bullets

    | every 0.2 seconds should give you rapid fire.

    Now you can create a separate function for movement and you should be good.

    Yes, I already set the fire button with "is touching" on the event. I forgot to mention, it does fire, but the firing pose animation for the player is not working for the other 2 set of combination if I use the other one.

    What I'm after

    action to fire bullet with firing pose of player animation with two condition sets

    condition set 1: touch the 8 direction touch control object + the fire button

    condition set 2: not touching the 8 direction touch control, and only touching the fire button

    How can I combine 2 condition sets to do one action. I already used "or" on the event condition but it separates each condition making it 4 conditions.

  • Hi guys,

    I've been figuring out how I can do two types of condition that will do one same action.

    here's what I mean.

    event >>> if I touch the 8 direction touch control object + the fire button = (action)>>> the player will fire bullets

    now, if I do not touch the 8 direction touch control, and only touch the fire button I will still get the same action >>> the player will fire bullets.

    Thanks in advance for the help.

  • Hi guys,

    To get what I have in mind, here's the video

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  • Thank you for providing a very informative explanation, I'm already implementing your ideas in my game using the timer behavior.

  • First - You dont need to pin a gun by "Position and Angle" if you want a turret, you need to pin only by "Position" to allow the gun to rotate.

    Second - Try to read about containers: https://www.scirra.com/manual/150/containers

    They are made for making composite objects, exactly what you need.

    Thank you so much for advising to use containers, I literally forgot about this powerful feature in C2. Now everything's working fine.

  • You need to specify which "enemygun" you want where, at the moment in the every tick you set the position of all enemyguns to enemy1 imagepoint.

    This will never work the moment you get more than 1 enemygun. as it will place all of them at the same enemy. You need to either pin the gun to the correct enemy.

    Here is how to do it:

    Thanks for the reply

    Ok,

    It worked if were talking about multiple copies, the problem now is that I have no control to where I want to position each copy of enemy on the layout, you know the left-click+ctrl copy and drag to where you want to place the copied object on the lay out. Also my main objective is that I want all the guns to behave like a turret pointing at the player.

    I uploaded the capx, so anyone out there can edit it, if they know how to fix it.

    https://www.dropbox.com/s/h850ugb53o3xw0i/spawn%20create%20objects%20to%20multiople%20copied%20objects.capx?dl=0

  • Ok,

    I'm trying to create an object and position to another multiple copied objects. I tried adding for each as a condition or sub event for the every tick, but nothing seems to work, some times it only shows on one object for this case is the enemy. Any help is very much appreciated. thank you in advance

  • Might be a stupid answer (im a very basic user), but you could try to use the UID of your enemies to make their shooting frequency look "random", try to use this maybe ?

    Enemy has Player in LOS

    --System : Every "EnemyUIDvalue+somethingrandom" => Spawn bullet

    What do you think ?

    I've got 10 enemies, what will I put on the UID value?

    I'm still a newbie as well, I tried your idea but it didn't work, would be nice if you can provide a screenshot or better yet a sample working capx.

  • How to randomize the shooting pattern for each enemy independently with line of site behavior?

    I noticed when the two enemies(copied from same object) has the line of site of the player the shooting pattern is the same or they shoot at the same time, is there a way that I can make each enemy to shoot bullets randomly with different time pattern?

    I even tried adding For Each Enemy on the event condition but the problem is, only one enemy is shooting one at a time until the player is out of site from one enemy before the other enemy starts to shoot.

  • Yes, finally got it working. thank you very much my friend!

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LaroTaio

Member since 23 Mar, 2014

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