facecrime's Recent Forum Activity

  • Perfect, working now.

    Thanks!

  • Hi,

    I have a switch case type of setup where I check a variable in my landing pods upon hitting the ground and depending on the variable make them spawn a different unit. In that event I also push the spawned unit's UID to an array to keep track of my spawned units.

    Now when I have two pods with the same variable the Array>Push front command does not seem to enter a vaild UID, I only get a 0 for that second UID.

    [attachment=0:1wkig28n][/attachment:1wkig28n]

    Is this an issue of the array command? Or is retreiveing multiple UIDs in one tick somehow problematic?

    Kinda clueless

  • Hi,

    i want to spawn enemies in waves and trigger events when all enemies of a wave are dead. I'm thinking to store the UID of every spawned enemy in an array and loop through my array to check on whether each enemy is still alive.

    I'm guessing I have a syntax error somewhere, cos it's currently not working and I'm not too sure I'm using the array commands correctly. So can someone please tell me where I'm wrong:

    Upon spawning I store the object's UID in the array, expanding it for new entries:

    [attachment=1:2dbjs0mp][/attachment:2dbjs0mp]

    I track my enemies by checking on each of them in a loop:

    [attachment=0:2dbjs0mp][/attachment:2dbjs0mp]

  • yep, that sorted it. threw in the 'Is touching object' and voila.

    thanks guys

  • Hi,

    shouldn't this be working?

    [attachment=0:y99b7s8x][/attachment:y99b7s8x]

    It seems to be setting an incorrect angle though.

    Can anyone see the mistake? I'm half guessing that the event/tick sequence is working differently than I understood it, but I'm kinda clueless.

  • supporting this request, happening to be in need of that actually!

    been looking into the 3rd party solutions but those aren't as flexible as I'd need them to be.

  • Sure.

    So for context, different types of waypoints all hold a variable that is the UID of the next waypoint to go to after reaching this one.

    And this is how I hand the stored (next) UID to the player when running into one:

    [attachment=0:1ifbztvg][/attachment:1ifbztvg]

    thx again, ramones

  • Looks like you just need a "pick all Waypoints" and then pick the Waypoints family by UID.

    Sweet! Exactly what I need, it works.

    I don't really understand why I need to pick all waypoints first, if I had the UID in the first place already?

  • well, alright. hopefully not gonna be more than a handful, bit unsatisfying though.

    thanks for your time

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  • HI,

    I have a character moving between waypoints of different types, all part of the family 'waypoints'.

    Each waypoint can reference another one by UID (changes during runtime), so the character knows where to go to next.

    Right now I need to 'cast' per type to react to the different types, which feels besides the point of families, especially as the action is the same for all cases.

    [attachment=0:1nlypbqa][/attachment:1nlypbqa]

    How do I solve this more elegantly?

  • thanks for the example!

    yeah, I was thinking of that sort of approach, wiggle the enemy and hope that it solves the overlapp eventually. sadly it looks just as uncoordinated

    Is there really no way to accurately keep two moving objects from overlapping?

  • You could do it through some expression in a 'Pick' event i believe

    or

    just use the Line Of Sight behaviour, that also has a range. can even be set 360 degrees if needed

    havent got the file aruond for screenshots sry

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facecrime

Member since 25 Mar, 2014

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