Prominent's Forum Posts

  • It just makes sure an angle is positive if it is negative, so you'd use it wherever you get the angle using angle().

    You can use it when you set your AimingAngle, so that the AimingAngle is always positive.

  • platform behavior needs to collide with solid objects. You'll have to add the Solid behavior to the objects you want the character to collide with.

  • If you want to make the angles positive, you can use this :

    (F89.AimingAngle%360+360)%360

    Then it might be easier to check the angles.

    I tried changing your conditions, and I was able to fix your issue by using that.

  • yeah.. there recently was a long discussion about it when I posted it as a bug: viewtopic.php?t=178366

    Basically, newly created objects get added to a "new object list" and aren't merged into the "instance list" until next "top-level event".. However, a newly created object forces the SOL to consist of only that new object..

    Anyways. rexrainbow created a plugin that allows you to easily pick all the objects: http://c2rexplugins.weebly.com/rex_ginstgroup.html

    I agree that this stuff should be explained thoroughly in the manual if it isn't in it.

  • thanks rexrainbow , I just tried it and it works exactly how I want.

  • I'd rather not- it uses various unofficial plugins, one of which I created and isn't really in a publishable state. Also there's probably various things that could be improved with the events/calculations.

    btw, If anyone knows how to calculate whether a circle (a flat disc; not a sphere) intersects a 3d polygon, let me know.

  • Apparently you can't collide two segment shapes together??

    is this a bug R0J0hound ?

    edit: I checked the chipmunk docs, and apparently segment shapes can't collide with other segment shapes.. I guess I'll have to try and find some alternative.. maybe a thin polygon- I'll try that.

    edit: I tried a thin polygon, but I get an error stating that the moment of inertia must be positive and non-zero. line 52 (col 3).

  • That looks really useful rexrainbow , do the instance groups get updated automatically if an instance is destroyed?

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  • edit: figured it out- tilemap was set to box instead of poly.. not the polygons are working per tile.

  • Ashley , How does the current method increase performance?

    Is there some kind of code example you can show to help illustrate the issue? I'm just interested in understanding it.

  • oh yea.. the on flash end would be simpler.

  • My guess is that it gets to the first Wait, and waits however long, then it starts monster flashing and initiates the second Wait. So if monster is destroyed, that second Wait is still being processed. When the second Wait continues it doesn't spawn any (am I correct?), and then tried to do the other events but picks all other bullets instead.

    You could try using the Timer behavior instead of Wait. The Timer will allow each monster to have their own timer, and if the monster is destroyed, it's timer won't fire.

  • He doesn't- he already state that.

    There could be other ways though. Just because something is difficult to fix, doesn't mean it shouldn't be attempted.

  • On occasion I run into situations where I undo/redo stuff and events that shouldn't be removed get removed while events that should be removed don't get removed.

    Anyone else experiencing this? I'm wondering what might be causing it.

    It's annoying because it can end up screwing up a lot of stuff if I don't realize it happened.

  • It's not about exploiting anything, newt. It's about expecting some logic to work. If I want to pick everything that is created, I don't want to wait because it isn't fully available when I create it.