Basic teleporter:
construct.net/en/forum/construct-2/how-do-i-18/teleport-instance-value-170251
Yes it is in the same layout.
Tag system for flexible use & modularity with only 1 object family:
dropbox.com/scl/fi/pame6l1va4zs8ngiq3sqy/snake_body_pin.capx
The problem & solution you brought into forum are valuable for future troubleshooting for other user who eventually hit similar issue.
Try add 'For Each' if that still not work create tagging system as following topic:
construct.net/en/forum/construct-3/how-do-i-8/bunch-sprites-change-color-165470
If the condition has a little green arrow it means the event triggered once. In pathfinding "On Pathfinding path found" case, the event will trigger once for every instance that found a path.
And it will triggered again when new path found. So in following example the object will change direction immediately when user tap on screen.
dropbox.com/scl/fi/prksnk0tf679vhubng52t/tap-path.capx
It depends on SOL. One event might continue in loop while other executed once. Here a discussion about it:
construct.net/en/forum/construct-2/closed-bugs-22/pick-create-bug-114401
The else condition only possible happens under "Arrive" animation right? So what other animation do with their respective action?
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If certain condition met then it will take action for instances that picked based filter parameter.
Added chain & gumlock system:
It is more about picking object & changing certain value that visually affected in navigation.
An example menu screen using arrow keys: dropbox.com/scl/fi/4so43gylmf5m6ys16igpt/menu_select.capx
Other menu using keyboard: dropbox.com/scl/fi/xw93ryll1uvirtspuxe5u/tab_menu.capx
collapsing touch: dropbox.com/scl/fi/m3wsx9wzb6f3qanzm4a74/menu_mag.capx
Sure by enable-disable those behavior at right moment.
Member since 22 Feb, 2012