lionz's Forum Posts

    You didn't mention if you submitted your C2 license on this page...

    https://www.construct.net/profile/my-discounts

    Did you? Because that's how the discount is applied when you hit the buy button. ;)

    Well that was the elusive menu I was looking for I guess, thanks.

  • Also, If I will make a Family for all the Players for their instance variables such as Hit Points, Damage, Jump Strength, etc..

    Whenever Player 2 or Player 3 be affected, it will change ALL THE PLAYERS right?

    --

    To identify the players you can have a family instance variable for 'player number' and pick based on playerNum=1 etc

    I am player 1 = family.playernum=1

    For family, where playernum=1, set my P1 stuff.

    I am player 2 = family.playernum=2

    For family, where playernum=2, set my P2 stuff.

    Hey guys, I went to purchase Construct 3 license but don't see any option for 50% discount which was previously mentioned you would get as a Construct 2 owner prior to Feb 2017. Can you assist Tom? Does anyone else know anything about the discount? Thanks

  • So a dash move? Physics behaviour, apply force at required angle (probably 0 or 180).

  • Hmm not sure what you mean but on thinking about this further you don't even need the OR check as you are checking for the same thing, health = progress, so just check for player health only. You can add in waits to try and debug it, it is probably easy to resolve.

  • "I then set the progress bar "progress" to Player.playerHealth afterwards."

    How long afterwards? Do you mean as an action directly below in the same on start of layout event?

    If you take out the OR for progress and keep just the health condition, does the issue still occur? If not then its because you've set progress bar to playerhealth too late, after the check has taken place. If health changes to 0 on start of layout then thats fine, where you set the progress to player health may matter.

    Also note that when I say later I mean this could be the next tick, so not even visible to the naked eye, Your values may appear to be correct wherever your progress bar event is but when the check has taken place to kick off the 3 second timer, this could've been a split second before.

    Of course this is just speculation as we cannot see your event sheet.

  • You can set a local/global variable to variable1+variable2 for example. Then that variable being the result of the calculation you could display in a text object set text ""&variable.

  • Looks like you have it sorted...the reason he won't move is because of your mismatch between RUN and Run, be careful with that...it sets to RUN but then checks for Run.

    You also have another issue which is although your barbarian is looking left the angle is pointing to the right so the cone of vision points right. You could set to 360 initially i suppose, note that setting it to 360 after trying to detect LOS as you have done will not do much.

    I've set up an attack function here :

    dropbox.com/scl/fi/r2e02c08c4g8s2nov1zgz/Space-knight.c3p

  • Try rebuilding the obstacle map a few seconds after you enter the layout, do they still have the problem? Might be because obstacle map is built before the objects have fully loaded into memory but this is just a guess. I know it generates the obstacle map once only on start of layout.

  • Well I would use the pathfinding method if you are adding obstacles.

  • I wouldn't do that with pathfinding, probably something like give the monster object Bullet behaviour and then create an event 'every tick, monster set angle toward position player.x, player.y. That will make it look like the monster is following you.

    If you were to do it with pathfinding it might not look like the monster is following you as it goes to the previous player start point but it would be something like find path to player, move along path, on destination arrived, find path to player.

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  • Because you're finding a new path every tick. You only need to find the path once then let the object move along the path then find a new path when it reaches its destination (in general). Try 'on start of layout' instead of 'every tick' and you will see it move after finding the path once.

  • You've explained it well so I guess you have the walking and line of sight done already? When they are not in line of sight (LOS inverted) you can then set a variable to choose(0,1) this picks either 0 or 1, then you relate 0 to one attack and 1 to the other. You can pass these variables through a function for attacking if you know how.

  • Indeed that's why I was reluctant to say use rexrainbow MoveTo as it seems impossible to add on Construct 3.

  • could you post the pic again? looks like your logic is broken and making them move to 0,0