newt's Recent Forum Activity

  • [quote:3r1yrsfh]Player attacks (with corresponding movement)

    Delay until it finishes and slight afterdelay

    Damage floater

    Delay until it finishes and slight afterdelay

    Prompt for next turn

    I think I see what you mean. The function behavior probably is your best bet, but I would use it in combination with groups. You could then enable group player a with a function, at the same time disabling player b group.

    Timescale would be better for messages, pop up windows, imputing stats, etc.

    BTW the timer behavior does remember picked objects, but you cant make new timers. Its a bug I think, but you can add additional timer behaviors.

  • Actually..., wait whut?

    What about 0,0?

    The thing is I'm trying to set z heights over many rows/columns.

    So will it automatically set the first vertex then?

    mmmkay off to experiment, thanks.

  • Very nice indeed. Basic things refined, the way it should be.

  • That's pretty good. It solves the issue with destroying particles in a container, plus your not using a ton of instances.

  • Here is a cap of what I have been able to figure out. It tiles, but not perfectly.

    http://dl.dropbox.com/u/666516/dtm.cap

    I think I've figured out about as much as I can with what little experience I have.

    I still would like to be able to get this to tile like the bg object.

    Dunno perhaps there's a bug with distort maps?

    Any way, if any one wants to give a go at figuring it out it would be much appreciated.

  • If your using behaviors that use timedelta, you could use timescale to stop those actions.

    There's a nice article on the wiki about it.

  • Not all the behaviors use the solid attribute. So if your using a behavior that doesn't use it, or a custom movement, you will have to create your own on collision event.

  • Have you tried not using timedelta?

    Something like:

    Always

    sprite set position to mousex, mousey

    I think there will always be some issues using the mouse behavior, especially since the actual cursor is not confined to timedelta. On the other hand your going to get some "skipping" if you dont use timedelta, especially with a sprite so big.

  • If your using the rts behavior, the simple answer is to use the action "select object to avoid".

    Its not perfect, but if you set the cell size correctly it works fairly well.

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  • Looks sweet

  • Confirmed

    Its already known that OR is buggy, might post the cap to the bug tracker, cause I have no idea why there is an a4. On a side note there is nothing wrong with using the no OR way, I mean in essence there really is no difference... just a few more lines that say the same thing, and couldn't possibly take more time.

  • Again search the forums. If you had you might have guessed that something like this was best left to a plugin.

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newt

Member since 12 Nov, 2008

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