lionz's Forum Posts

  • The correct answer will be known before the player chooses, so the green object should already have an instance variable where value 'correct' or 'incorrect' is assigned. When the player chooses an answer, you can make the green objects where value=incorrect invisible. So what i'm saying is you pick by a variable value, not by UID.

    However when I look at your post above, you say that all the green answer objects go invisible anyway, so is there a need to pick one ? Unless you meant that all of them going invisible is just the 'current functionality' and a bug, in which case you can do the above.

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  • No idea what that setting is but glad it's working now :)

  • On the top of each block above the system conditions try it and see if it works.

  • 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...

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  • 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.