Ncognito's Recent Forum Activity

  • Thank you, I didn't realize it was stored under system. It seems strange that the option isn't available anywhere besides system though.

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  • What I am trying to do is create a system in which I can place down randomized zone-based spawners without having to touch their variables. All I have to do to add new spawners is create new dictionary keys, instead of having to set up events for each new spawner/enemy combination.

    I have it so far that it modularly sets up any members of the Spawner Family based on their object name by using a RegexReplace expression to pull from the object name

    For example, ForestEnemySpawner -> ForestEnemySpawner.EnemyType = choose(Forest1, Forest2, Forest3)

    And I want to be able to do this

    SpawnerFamily: Conditions Met -> Spawn object: Dictionary.Get(ForestSpawner.EnemyType)

    With a dictionary key Forest#=UniqueEnemyObject

    I know I can achieve the effect I need by simply setting up individual events for each spawner/enemytype configuration but I am much more interested if this type of setup can work. I was wondering if it's possible through some event magic I can't think of or maybe some functions

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  • What I'd trying to do is make a sort of randomized node that will choose a value, spawn the appropriate resource node type, and then when you are on top of it and press E, drops the appropriate resource.

    The main issue I'm having is anytime I activate a set of actions on one instance, it applies to every instance of the object. Collecting one node causes all nodes to spawn resources. Is there any way to specify each instance to only affect itself?

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Ncognito

Member since 21 Aug, 2020

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