lionz's Recent Forum Activity

  • Not really an issue with the template is it. Taking a template then making edits, seeing its broken and asking someone else to fix it is not the best way to learn Construct. Better to make your own game to understand Construct and use the template as a guide.

  • I don't think you can stop the event in the middle like that. Better to restructure your events to suit what you want. Like I first mentioned a long string of events attached to a trigger once is not great anyway.

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  • So as above should work, on the event that has a trigger once you add another condition for some variable to = 0, then when the boss health drops to 0 you set that variable to 1, means it won't run that logic again.

  • Again I don't know what event you mean. If you want to stop something from happening when health drops to 0 then make an event to change a different global variable from 0 to 1 if health drops to 0. Then the events you don't want to run if this happens you can add the condition that the variable is 0 because when it changes to 1 it'll never run. So that locks out those event for the rest of the game if that's what you want.

  • Stop which one? It's a bit confusing. The one event that might need a trigger once doesn't have it, for the boss health. What problem are you having or where is it?

  • Nope, don't think of it as trigger once forever, it's trigger once 'at the time' or when true/triggered. If your boss HP goes back to 500 and again drops to 0 then that event would trigger again, but once.

  • A trigger once on its own doesn't mean too much, you should add it to the triggering event to turn it into a trigger once, such as the enemy's hp dropping to 0.

  • When you click on the instance to pick it then all instances are narrowed to just that 1, so you should first store the UID of the one you picked as an action probably in a local variable.

    Then in a sub event of the click event, open up the instances again by using Pick all instances, then you can set the new animation on all instances. For the one you clicked earlier you can then pick instance by UID and set the correct animation since it would've just changed with the pick all.

    You could also set a variable to a different value on the one that was picked, you just need a way of differentiating it from the other instances.

  • There's no such thing as teleporting it, when you join a new layout everything is created again yeah. How you recreate the sprite depends on what you are trying to do. If you make it global then it's going to be in every layout, probably that is not what you want. You could do on start of layout and create object by name, having stored the name of the object in a global variable in the previous layout.

  • Possibly the classic event sheet issue, each layout has an event sheet linked to it. If that event sheet is not assigned to the layout then it doesn't see the event. Look in the layout properties bar for the layout that has the player in it and see if has the event sheet linked.

  • Fair enough, it was a Construct thing that you had to wait until the next tick until a created instance can be picked but if this works then all good!

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lionz

Member since 5 Aug, 2013

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