Chris PlaysOldGames's Recent Forum Activity

  • Have you tried turning on the z-order tool from the taskbar and organizing the offending objects down using it?

    The manual will tell you about the z-order tool, it allows controlling z-order throughout the whole project and not just by layers like events do.

  • Thanks DuckfaceNinja, I went back and dug deeper into picking and realized where I erred early on. I read the part of the manual where it says:

    [quote:xkg5dh08]Events work by filtering specific instances that meet some conditions. The actions then run for those instances only. For example, consider the following event:

    [A simple event. Bullet hits monster, kill bullet and monster.]

    and missed the most important part later:

    [quote:xkg5dh08] In other words, if an event doesn't reference an object in its conditions, actions apply to all the instances of that object.

  • The only problem with having the object spawn the turret is if you later use something that just targets turret, it will affect all turrets in the layout. From what I can see in containers the container should keep this type issue from occurring because it treats the turret in it like a child object...

    I noticed it in my object instances that later spawned their turrets (ie. they entered the scene then did a "set-up" phase where they erected their turret and began firing) all the instances turrets would stop shooting if one was hit by my electric stun for 5 seconds weapon.

  • [quote:322iecj9]Nobody can help you with anything unless you have a core understanding on how to use [condition:pick instance]. After that, have a good look at container from the manual.

    Thanks for this, I had read these early in my learning construct2 but didn't have a frame of reference to how they allow object instance independence till re-reading them just now.

  • My crazy idea of the day...

    Does your player move in a set direction like an infinity scroller or left and right, up and down like a platformer, or freely move like a huge space style game?

    If its a one direction movement, have you tried pinning an invisible object 600 pixels behind your player and setting anything you want destroyed to be killed if it overlaps it?

    The pinned object will pin at the distance relative to the pinned target upon the pin action, so if you create the pin kill object 600 pixels behind the player and then pin it to player it should keep that distance at all times killing anything that gets that far back...

    Platformer would be tougher but if you pin it to angle as well it should "flip" to other side when you turn to go other way.. (not tested).

    Freeflying type would be toughest using this unless you made the following destroyer object much large and maybe C shaped...

  • I have run into the same hassle with copying. I have some detailed enemies that I wanted to simply copy so as to have many parameters already complete and then modify others and the sprite into a new enemy but "Copy" in construct2 seems to simply mean "clone" which is not what I needed. I do not know if its even possible to simply "copy" an object that makes a new un-cloned object with original parameters... seems like there should be. If you find it let me know.

    Without that I am afraid you will need to make lots of objects if you want different behaviors for each.

  • I have run into the same hassle with copying. I have some detailed enemies that I wanted to simply copy so as to have many parameters already complete and then modify others and the sprite into a new enemy but "Copy" in construct2 seems to simply mean "clone" which is not what I needed. I do not know if its even possible to simply "copy" an object that makes a new un-cloned object with original parameters... seems like there should be. If you find it let me know.

    Without that I am afraid you will need to make lots of objects if you want different behaviors for each.

  • If your copying, ie. cloning the enemies from the original they will all have to have the same parameters... ie they will all have same sine, etc. If you want different behavior you will need to make a new object for the new parameters unless i completely misunderstood what your trying to do.

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  • Glad my stickmen could help you get it working!

    Looks like a really cool project!

  • Here is a quick .capx I threw together of what i was talking about with frames, maybe you can find something in it to help with your project.

  • Frames have their own control actions like animations. They will be available to any object with multiple frames detected.

    Without seeing more of what your trying to do I can't determine what might be causing your exact issue. Can you put up a .capx file of just the gun swapping events?

    I can throw you together a capx of how I would do this, but without knowing how your tying it all in it might not help you with what your ultimate vision is.

  • You can nest the conditions in a sub but the keyboard trigger should be first.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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