lionz's Forum Posts

  • Strange and impossible lol. You'll have to share the project file to work it out. Are you sure it's set to true, what makes you think so?

  • If you're saying that it switches a bool to true that doesn't exist in the function then it must be elsewhere in the code, or if that was an example and you mean it is switching a different one in the function to true then it could be any number of reasons. We can't see when the function is triggered.

    To make it foolproof I would bring the overlap family condition out of the function, and with that call the function, so it is like player overlaps costume, then call costume pick up function, this is more standard. You can send the family UID through the function as a parameter so you know which one was picked, in fact you would have to as things inside functions do not relate to instances picked by conditions outside of them, then use this family instance picked by UID to check its variable and such.

  • Looks like you are populating the first and second array in the same loop, I wouldn't do that. You need the first array ready first and you can view it in debug view to ensure it's correct. The reason you have gaps is because some rows don't exist yet. First populate an initial array then when that's complete start the shuffle loop.

    For question 1, that's not a problem your method of populating the array is fine when using an external file, my method was a quick way of adding some data to the array when I don't have an external file.

  • Made a small file dropbox.com/s/lebmbfijnr57r3t/shufflearray.c3p

    There are two arrays that represent the initial one and then the shuffled one with no repeats

  • Already answered when you posted it last time. You need a permutation table and loop through the index of this for the shuffle instead of random.

  • You should use an instance variable on the zombie object itself rather than a global variable.

  • You could have a text object where you append with newline for each action

  • In this post next to your name there is Topics and Posts you can click there

  • Please post a screenshot of the actual event used

  • My approach would be to have an enemies family with a family instance variable for each status type, could be boolean true/false for all statuses or if it stacks like the game design is to add more of a status such as poison then you can use a number. Then for example if sleep is true then it has sleep, or if poison is above 0 then it has an amount of poison. This would link into logic for showing icons too. To count the total you could just add 1 to a variable for 'total statuses' and remove 1 when it is removed and if it is at 3 then don't apply more statuses.

  • The event you posted originally is the event in which there are none picked so you already have it. If it didn't work as expected then it means it found at least one, so set a variable or text to pickedcount to see what value it's finding, it can't be 0.

  • Should work that looks correct. Use an action to set a variable to pickedcount to find out what it's finding.

  • The Else in red just means it doesn't make sense where it is or in that context. If you share a screenshot of your event how you attempted the icon change then it is easier to assist.

  • I can't see your events but most likely you have it set to toggle on and off with a variable condition. Since the events run top to bottom on one of the clicks it could be turning it on and off in the same click. You should use an 'Else' for the second condition.

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  • Ah I see now, the cause of both problems is that dangerous event you have 'press any key : go to lab'. So if you press anything it restarts the lab layout. Adjust that event so you only go there at the start of the game.