lionz's Forum Posts

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  • You need to add more conditions so the events are not true at the same time, something like 'attack animation is not playing' might work on the walk and run events

  • In C3 you add the parameter to the function then the parameter appears in the list like a variable

  • I can share how I did it in my game. num is to identify the 3 upgrades 1, 2 and 3, left to right. The perkID is to assign an upgrade to that slot. Note I am using 3 instances of the same object, not different objects, if you are using 3 different objects then you can instead use these than using the num variable (i think you can safely just use one object with a var though since each of your three objects has the same animations)

    The advanced random permutation table is useful as it scrambles a load of numbers so if you have 6 upgrades it will shuffle 1 to 6 i.e. 4,3,2,1,5,6

    Then on your object where I set perkID variable to the positions of the permutation table you could instead set the animation frame to the same value. So in the table i mentioned above your upgrades would be set to frames 4, 3 and 2.

  • I think by remember completed tasks you mean then keep the objects where they were before you transitioned between layouts? Look at Persist behaviour, it keeps the position and variables of objects when you go between layouts rather than reset to default.