lionz's Forum Posts

  • Well you have at least two conflicting events. One which says when attacking set animation to attack, while at the same time another says set animation to the player state. Cannot set them both at once so you'll have to stick with one of those methods.

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  • And the problem is?

  • Even if you collided with multiple chests at the same time it would still run logic for all of them I would imagine if you had an event on collision with chest. You can check that by adding some logging.

  • During the gameplay around the same time as saving the game to a slot you would save the important stats to local storage. When you launch the game/app you would load the local storage items on the save slot screen which would be the data to display. When you click the slot to load it would load the saved game, no need to load the variables at that point as they are included.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/local-storage

  • I guess they're going to be picking random throughout the game as well? Better to lock them out from being picked by having a 'chosen' variable, set it true/false etc when an operator has picked it to a find a path to.

  • I don't see an on 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 how your game works.

  • Yes again picking, you need to pick the operator in the function that sends them home. Sort out this for all your logic to pick the correct one.

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

  • 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'.

  • 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.

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

  • 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.

  • 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.

  • 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.

  • To resolve the game layout you can use either global variables which are good for player stats as they are preserved between layouts, or you can use persist behaviour on objects which means when you return they keep their variables, position and such. You don't need to save the game then reload it between layouts.