R0J0hound's Recent Forum Activity

  • I've been using relatively unused "at" or array access operator. It is fairly simple and requires no python.

    + System: Start of layout
    -> Array: Set size to 3 x 1 x 1
    	+ Array: For Each element
    	-> Array: Set index Array.CurrentX to {"one","two","three"}@Array.CurrentX
    [/code:1uak4www]
  • D?j? vu I think I've seen this before...

    Ah here it is:

    http://www.scirra.com/forum/viewtopic.php?f=3&t=5999&hilit=rts+path

    And I still like the solution I presented there.

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  • [quote:1vf99tpj]I've found a bug here though. apparently capturing the manual control somehow makes the "Click" control I set up not register when the user actually clicks the mouse himself so I had to make a separate event for that. Posting a bug report now...

    You need to click the dropdown and select "Left mouse click". No really, that fixed it. It seems that even though "Left mouse click" is shown as the default for a new custom control, it isn't actually selected by default.

  • How did you get it to crash? Can you post a cap.

  • [quote:qmw8w9st]... how it is decided which bugs get fixed first?

    I can only speak for myself when I say: "Whichever bug I investigate and am able to fix."

    [quote:qmw8w9st]... I think ACE should work reliably before anything else.

    As an amateur bug fixer for construct I concur. Those type of bugs are of interest to me.

  • I like it! Very useful.

  • This is also doable with events:

    http://dl.dropbox.com/u/5426011/examples/append2.cap

    req 0.99.84

    + Button: On Button clicked
      + File: File "dialog.txt" exists
      -> EditBox: Load file "dialog.txt"
      + System: Always (every tick)
      -> EditBox: Append text NewLine
      -> EditBox: Append text Name.Text & " :"&NewLine&NewLine
      -> EditBox: Append text """"&Dial.Text&""""&NewLine
      -> EditBox: Save file "dialog.txt"[/code:2lq13ftb]
  • [quote:jh4a8p41]As far as I know, there's no way to link Construct python scripts together. Like, if a python variable is defined in one script, you won't be able to access it in another.

    Not so, if variable is defined in one script, it can be accessed in a second different script. Basically the state of python (defined variables, functions,... etc) remains after the script is run.

  • You need to use conditions to pick (or select) one of the duplicates, or instances. Also it's good to note that after an object is created it is automatically picked.

    One way to pick only one instance would be:

    + Sprite: Pick one at random

    -> Sprite: Set animation frame to 1

  • You need to enable "3d layering" in the layer properties.

  • Instead of using different objects per remote player, use just one :"players".

    if data['player'] != System.globalvar("myPlayer") :
       for w in players:
          if(w.Value("player") == data['player']):
             w.SetPosition(data['playerx'],data['playery'])
             break[/code:303ifi0x]
    
    But until "pick.Value("player")" works use the function object to get the private variable:
    + Function: On function "PVplayer"
    + players: Unique ID is Function.Param(1)
    -> Function: Set return value to Sprite.Value('player')
    
    and the code would become:
    [code:303ifi0x]if data['player'] != System.globalvar("myPlayer") :
       for w in players:
          Function.AddParam(w.UID())
          Function.Call("PVplayer",0)
          if(Function.Return == data['player']):
             w.SetPosition(data['playerx'],data['playery'])
             break[/code:303ifi0x]
  • Here's a fairly simple way to do it using a hash table. The hash is used to map the obj names and the object type's OID. The OID or object ID is different for each type of object. Different instances of the same object type will have the same ID.

    Example: Pickbyname.cap

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R0J0hound

Member since 15 Jun, 2009

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