ErVikingo's Recent Forum Activity

  • I don't see an On the start of layout event so for this you can run a special function, maybe pick all operators and get them to find a path? Depends on how your game works.

    I resolved it alone by doing a global variable called start and that if is 1 they start all if is 0 they start alone.

    But sometimes they choose the same object how can I put a random but not choosing the same because random can happen the same. I use to pick a random instance but sometimes they choose the same and it bugs

  • Which bit? Looks like it should work. The width thing is separate but should also work but there may be bugs.

    Yes now there's the other problem that when the bar arrives at 100 it destroys and the first operator return to the base but also the second operator return

  • You need to also specify the operator. Since you run the timer from a pathfinding condition you can send the operator UID through the function as a parameter. Then within the function you can say 'pick operator where UID = param'.

    I done it in this way but seems to not work

    UPDATE:

    Probably I solved it by doing this

  • Okay, you said the problem was with the width event. The timer issue is because you don't pick an instance again in the timer function, so it picks all of them. You need to specify which instance you want to restart the timer, possibly by picking one the player is overlapping or again nearest to.

    I made it but now only the first operator mines. The second arrives and stop

  • please share the events and the outcome (game window showing the problem)

    image of code

    when the second character starts mining the first restart mining because the second restart the timer. I don't know how to separate the timer for each character

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  • Should work :) try picking the bar on the left instead of the mineral anyway since you are essentially finding the nearest bar, but if they are in a container it should still work.

    now all the bars increase in the same moment

  • When I make set width of the bar, I want that only the bar that is near to the player increase not all the bars. They must have a different progress

  • Shouldnt your width condition be pick nearest mineral to character, why is it picking the nearest to itself? Either way you would add a 'for each' character.

    Done it but it doesn't work

  • When you haven't picked the instance then it will pick all. Looks like you are picking one object with conditions then applying it to a different unrelated object with the action. When you want to pick a specific instance of an object to destroy you need to pick it in some way. When you pick the green thing then apply actions to the mineral they aren't related.

    They are in a container. The problem is that I want that the action of set width happens only at the bar near the character but for each character

  • Guys, I'm having lots of problems with this game.

    When there are more than 2 operators on the map they must choose different minerals and destroy their mineral but there's the problem that they go at different minerals but destroy the same in a different position

    This is an image for the code

    This is an example of the problem

    can anyone help me?

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  • I made an enemyship with a separate sprite on it called "cannon" and they spawn random on the map. When my ship shoot to one of this enemyShip it flashes and then die but if there are more than 1 ship on the map when I hit an enemyShip flashes only the base of enemyShip but all the cannon on the other enemyShip.

    Now i send the screen of the code

    I explain better:

    When I hit an enemyShip, only the enemyShip hitten flashes but also the cannons on the others enemyShip

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ErVikingo

Member since 8 Apr, 2021

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