lionz's Forum Posts

  • The top condition you are looking for is 'HugeObj on created', then the second condition should be HugeObj is overlapping Fam.

  • Yeah no problem, sometimes a screenshot is useful! it will pick the Family instance that it is overlapping and delete only that. If you have on created + the object is overlapping family condition.

  • I mean the stuff above is kind of unreadable and I'm also not sure on the purpose of deleting them or if it's part of the design, but... you can try putting all the objects that spawn in a Family. Then you can say if 'HugeObj on created, if overlapping Family delete HugeObj and same for the other objects.

  • It is firing from the front and the expected imagepoint...

  • Since you gave a lot of info I worked on the file for you, and added a status variable you can use to track what the bee is doing. You will notice this also takes out the need to deactivate groups because it now relies on the status of the bee.

    dropbox.com/scl/fi/wsttb3wgqe2vd8q7y54wr/Percival_edited.c3p

  • The order matters here, the 'for each' should be at the top

  • Well you are almost there haha, it's another condition called 'is touching object'

  • It will fly up because you have it set to MoveTo the player so there are no real restrictions. You can try forcing its Y position if you want to keep it at one level. To return to its patrol behaviour you'll have to add more logic to make it return to a certain location since it can escape the boundaries when it has LOS.

  • It won't affect the performance. To trim it down you could put the animation name and text to display as instance variables on the Interact object. Then it would be one event 'set animation to Interact.var1' and 'set text to Interact.var2'

  • It's because your events for mirrored in the LOS group are true even if the bee does not have LOS. You need to put those events as a sub event under the 'bee has LOS' event so it only forces the facing towards the player when the bee can see the player.

  • When you use the create object action, any actions underneath apply to that instance so you can set the instance variable at that point.

  • Yeah you can pick them out with different instance variable values if they do different things. Depends what exactly they are used for. If you want to display text you can set the text in an instance variable on the object itself and say on object clicked > display text object.text

  • I see ; I will try what you propose ! R0J0hound.

    lionz

    My understanding is, "On object clicked" should be accompagnied with another condition that specify WHICH instance was clicked, isn't it ? Because each instance has a specific causal effect, so the rest of the code must evolve accordingly to which specific instance was clicked.

    Am I being clear ?

    Nope it just picks the one that was clicked. The actions next to it only apply to that one instance.

  • > If it is based on which one the player clicks, you can use the condition 'on object clicked' under the Mouse object conditions.

    Hye !

    yes, I know about that condition ; my main problem is to identify WHICH object is clicked, since there's only one object, but many instances of it. Each instance should not have the same result ; hence my need to be able to identify every instance individually on runtime.

    'On object clicked' picks the instance that you clicked, then when you run actions it will be on only the instance that was clicked.

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  • If it is based on which one the player clicks, you can use the condition 'on object clicked' under the Mouse object conditions.