lionz's Recent Forum Activity

  • You probably don't want to spawn a bullet every tick, instead on the left conditions add an 'every X seconds' condition so you can create a firing rate.

  • It does not work you mean the variable ? Or you mean it does not type anything ? Check the actions for 2nd layout are on the correct event sheet or one linked to the 2nd layout.

  • You could use IID which is unique identifier of each instance starting at 0. So using a global variable to compare with, you have an event that always highlights the instance where object.iid=globalvariable, the first instance at IID 0 would be selected. When you press tab you add 1 to the global variable so it moves between them. You would need one additional bit of logic where gv is higher than the number of objects so that would be something like gv = object.count - > set gv to 0, to cycle back round to the first one. Because IID is kind of creation order the selection might seem random to the player but I did ask.

  • It's simple to do but you didn't mention how they should be ordered. The 'next' object relates to what?

  • You need to pick the instance properly with a condition like 'slab on collision with player' then any action applied to slab such as set enabled true will apply to the one that collided with the player.

  • Worked it out name should be ItemPosition.At(InventorySlot.SlotID,0)

  • Ok i had a look at the file you are referring to loading data from the array when you load into a level. Looks like your condition is wrong in that function should be 'for each inventory slot' I think that's all you need to get going.

  • I meant logic like this construct.net/en/tutorials/savegames-11

  • Under system there are actions for save and load, you can use these to make a save game. It saves everything at once in a state form.

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  • not checked the file yet but for a platformer game - system save and load should be simple and good enough, did you use this method ?

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lionz

Member since 5 Aug, 2013

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