lionz's Forum Posts

  • A decent fix is probably to set a variable to a direction when you press the move keys, or a number could work 0 1 2 3 for the directions. Then instead of using the animation as a condition you can use is variable=0 etc

  • Ah yeah that's because the event doesn't run if it can't find any instances that meet the condition, you can add underneath a system Else then set the variable to 0.

  • Because you have a condition that the walk animation must be playing? You stop animations when the move keys are released.

  • The condition would be 'bluebox overlapping bluezone' and then the action is to set a variable to bluebox.pickedcount

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  • Sure you can grab the value from Array 2, then use the condition with Array 1 'array contains value'. If returns true then you'll have to find its location and delete that Array 1 row, assuming you meant to delete the row you said delete value so maybe you meant just replace it with ""(empty).

  • Just on start of layout is all you need

  • Well the condition I don't know it depends when you want to spawn the item. As it is that condition doesn't make too much sense, I would expect 'on start of layout'.

  • You haven't set the item variable to the item name which is the key part of this logic. You need to set the variable to item.ObjectTypeName when you pick it up.

  • No it's string variable, the idea is that the variable is the name of the item, then you use create object by name.

  • So the variable is called Item as well a the object? Confusing. Anyway it looks like you've used quotation marks so "Item" is wrong instead just type Item so it uses the variable.

  • The addition of the every 0.1 seconds will affect it just remove that.

  • It wouldn't go invisible unless you told it to or unless you have the banana present in the layout already and it's invisible, because Construct sometimes takes stats from the first existing instance of an object.