ErikSwahn's Recent Forum Activity

  • 1)look at common in the properties bar for the 3d object.

    2)choose your z elevation-how high it will be (on floor is 0)

    3)lets just say u set it to x.

    4)now if you scroll down further in the properties bar you'll see -behaviour, effects, container etc- keep scrolling till you see (again!)properties-its the same name as its bar.

    5)there it will show some options including -z height.

    6)z height it literally how much it is stretched or the depth

    7)now if you make another 3d object with same properties but assign the z elevation to x times 2 it will be exactly on top of the first one.

    -------

    hope you understand this

    here's a pic for clarification:

    just edited this-i showed in pic z elevation 15 -above where it says "by radkampfwagen"-its meant to be z elevation 0(idk how i forgot)

    Hope you understand

    Radkampfwagen

    Thanks for you detailed information. I can grasp it better now :)

  • You can check this by putting a sprite with z=0 next to the cube.

    The bottom of the cube has a z of 0 and the top will have a z of 100

    Thanks for being clear :)

  • If a 3D object is at Z Elevation 0 and the object’s height is 100 pixels, is the objects most front/top part +100 pixels in the Z axis or +50 since the origin point usually is in the middle of an object?

    In short:

    3D object is 100 pixels tall and on Z=0

    Is object’s front part on Z=50?

    Is object’s back part on Z=-50?

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  • The "anglelerp()" expression worked like a charm. Thanks!

  • I can lerp an objects rotation to "20" correctly. But when I want to to go the other way, say to "-20", it spins around clockwise till it gets there instead of just going backwards. How can I make sure it just goes backwards instead?

    My current code: Set angle to lerp (self.Angle,HeadAngle,0.2*dt+0.1)

    HeadAngle is a global variable which decides the current angle it should aim towards.

  • Thanks! I missed the detail that I had accidentally used the object and then the family. Will try changing that and come back if the problem persists.

  • I will not use on collision since the player must press a button to pick up an item. Anyway, here is a screenshot. Thanks in advance!

  • The player can pick up items on ground. When picking up an item, it is destroyed and an empty item slot, picked from the left gets the name of the item. However, if 2 items are overlapping the player, both gets destroyed but only 1 item slot is used.

    How can I make sure only 1 item is picked up at a time? I have tried using pick nth instance and pick random instance with sub events but it does not seem to make a difference. The player is a single object and the items belong to a family called "items".

    My current logic:

    player is overlapping items

    interact=1

    itemslot1=empty

    itemslot2=empty

    itemslot3=empty

    trigger once

    -sub event-

    pick nth instance=0

    -sub event action-

    set itemslot1.name name=items

    destroy items

    As said it works fine as long as just 1 item is picked up at a time.

  • I actually tried another method and used the "Pick nth instance" condition for a subevent after the overlapping event which let me pick each item specifically to check their names. It seems to work well so far. Just thought you might know.

  • Thanks :D

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  • The item is actually a family. So is there a way to check each instance of the family separately?

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ErikSwahn

Member since 15 Jul, 2014

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