maxwell88's Forum Posts

  • I was wondering how to do this as well, so I did a quick experiment. If you pick an instance of the referenced sprite to change, it will only change that instance which the 3d object uses.

    I expect there's some secret picking going on behind the scenes so I'm not sure how far this can be taken, but hey, it works.

    https://we.tl/t-DhU4le1S1D

    Thanks for trying, i try add your code into my project but dont work. My 3d shape object also have own number id variable, in yours template they dont have, maybe this is reason why copied code dont work in my project? can you do this in my uploaded c3p project?

  • also when i try download project from list:

    Error report information

    Type: unhandled rejection

    Reason: {"response":null,"code":0,"status":""}

    Construct version: r314

    URL: editor.construct.net/r314

    Date: Tue Oct 18 2022 09:14:48 GMT+0200 (czas środkowoeuropejski letni)

    Uptime: 165.1 s

    Platform information

    Product: Construct 3 r314 (beta)

    Browser: Chrome 106.0.5249.119

    Browser engine: Chromium

    Context: browser

    Operating system: Windows 10

    Device type: desktop

    Device pixel ratio: 0.75

    Logical CPU cores: 8

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/106.0.0.0 Safari/537.36

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (Intel)

    Renderer: ANGLE (Intel, Intel(R) HD Graphics 4600 Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_draw_buffers_indexed, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • I have 1 3dShape object (each have own variable ID number )

    One Texture with few frames (speed is default to 0)

    When bullet hits events display cracked image effect

    ALL 3d shapes playind cracked animation? should only the 3dShape object that was hit

    my c3p file

    https://drive.google.com/file/d/1PCC7czGvfwSX1uYf00mFjh6VrsZOO5B5/view?usp=sharing

  • Create a sub event and compare on reload : if (maxammo-clipammo) greater than ammoleft, add ammoleft to clipammo and set ammoleft to 0. ELSE do the previously mentioned logic.

    thank You !

  • When you reload subtract (max ammo - clip ammo) from ammo left, then set clip ammo to max ammo.

    its working

    next and last step, when my Ammo Left lets say is 3 left

    when i reaload still clip ammo is filled to max (and ammo left is -9) but will be good to add only 3 when only 3 ammo is left ?

  • Accuracy=10-int(skill/10)

    great!

    other question to understand how this works:

    when i need to make Skill up to 300 to receive Accuracy 0 ? how code should be looks like?

  • I have 2 variables:

    Skill

    Accuary

    when Skill is low, for example 1 Accuary is 10

    but when Skill is for example 50 Accuary is 5

    when Skill is 100 Accuary is 0

    So when Skill varieble is higher Accuary variable is lower

    what expression or event i should use?

  • For example i have 3 variables:

    -ammo left "100"

    -ammo in clip "12"

    -max ammo in clip "12

    In Events:

    now when i fire pistol two times ammo in clip should show "10" because 2 was fired

    When i tap "R" key to reload

    events should check how many bullets are missing to fill -max ammo in clip

    so when i tap "R" from -ammo left variable should be substracted only 2

    or when i fire 5 bullets, in ammo clip should be 7 left and when i reload, to max ammo clip should be added 7 and events should substract 7 from -ammo left

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  • I using First-Person Shooter template and i need do display/pop up spritefont text above pig head, text should be always angled / faced to player in 3D

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  • every time when i run newest relase i must add my plugins again, how avoid this? How add once only?

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  • its possible to bend text ?

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  • Is there easy solution to prevent enemy fall from edge of platform