lionz's Recent Forum Activity

  • Just create a system loop for 0 to array.width, then a sub condition system compare 2 values if array.at(loopindex,0) = 0 (is empty), then stop loop and add the item there with actions.

  • You didn't mention what the incorrect outcome was but I think I see a problem that I also came across. So in the array sheets the rows are actually Y and the columns are X, so the reverse of the array. In the sheet you have to put the data in rows as columns and columns as rows. When you look at your array in debug view, the data will not be what you expect where columns are at X and rows are at Y, I think ?

  • You'll need variables on the invslot for type and also on items for type. Then it is just a case of adding more conditions to your drop event. I would probably split them out by type so they don't become convoluted so one event is for weapon item on dropped so this only handles weapons : on items dropped (items.type=weap), sub events if invslot.type=weap and is not full then drop it, Else if invslot.type not equal weap or is full, then send it back. Then you can create a different event for drop items if item.type=armour etc

  • can you show us what the array looks like in debug view runtime? thanks

  • Create the sprite first then open the image editor and you can import the images as animation frames of that object

  • I'm not a fan of "trigger once" condition, don't use it if there are multiple instances of objects that could be overlapping.

    So what is your suggested fix for the above?

  • For the event 'not overlapping terrain set max speed 50' add a system trigger once condition to the block.

  • For me your array is backwards on how I usually do it but if it was reversed this is how I would do it. Also we don't know the size of the second array and if the line is being pushed to empty or already populated so you can use the width, or in your case height.

    Push arraywords.at(loopindex,0) to arrayresult

    Arrayresult set at x,y , x=arrayresult.width-1,y=1,value=arraywords.at(loopindex,1)

    Arrayresult set at x,y , x=arrayresult.width-1,y=2,value=arraywords.at(loopindex,2)

    etc

    I guess reverse x,y for how your array is set up and use height.

  • Let's see the actual event sheet, and also is it actually loading i.e. is the key press condition correct and working?

  • How would I take a bunch of sprite objects and have them listed out for a search, but also be able to have those objects not pop up if the variable for how many of a given object you own is 0 without having any gaps between anything?

    what ?

  • Right I see it's because you need to use array.at instead of indexof since we are pulling the value now.

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  • I wouldn't set the secondID in the function but again have this as set in the editor. Then you know it is correct for the following events in the function. Also check the array in debug to see if the items are in the correct place.

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lionz

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