ZeldaVerde's Recent Forum Activity

  • Thanks! That explains the inconsistencies.

  • I know I can select an area, but I did it in an automatic way that can't easily accept an exception. What makes me feel it's bad practice is that I'm uselessly creating and immediately destroying an object for lack of a better way to do it.

  • Then maybe just

    On created

    Is not IsRespawnInfinitely -----> Destroy

    But again, this feels like very bad practice. It sure would be nice if construct would add a way to only recreate objects that met a specific condition on their original properties. Do you think I'm maybe just too bothered with this "bad practice" thing?

  • Bro, by area I mean room. I don't have like, a forest area, an underwater area... all in one Layout, no. I'm just talking about rooms, the enemies should respawn when you enter a room again. I didn't mean to be mean to you when I said it felt like bad practice, I'm very thankful of your help actually, I really am.

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  • Persist would make it not come back when reloading the layout, not when I use the "Recreate initial objects" action. My "Areas" are not different Layouts.

  • I tried testing myself but got confused by the results. I wasn't sure if it was triggering straight away as you said or if it just happened that Time was a multiple of 8 at that time. I wasn't really considering this possibility because I don't think it makes sense. Thanks for the help tho (:

  • Feels like a bad practice

  • I'm very thankful of your attempt to help me but I'm afraid you didn't quite get the situation:

    I have an enemy (an object), which will sometimes be used as a boss and sometimes as a regular enemy (they will be different instances of the same object). My boolean is "IsRespawnInfinitely". My game is a Metroidvania where, when you go to a new area, all enemies that were there respawn (and the ones from the area you were in are destroyed) using the "Recreate initial objects" action. There is an Area, a single room, in which there is a boss the player should only be able to fight once, but is the same object that will then be used as a normal enemy in the future. Instances that have this bool set to true should act as normal enemies, and respawn and be destroyed according to whether the player is going to a new area or not, but an instance with this bool set to false should not be affected by any of this. Therefore, I wanna know if there is a way to check for whether the bool was true or false for an instance of an object that is currently destroyed, so I have a way to identify if this is an instance that should be recreated or not.

  • Consider the following situation:

    Space is Down

    ------Every 8 Seconds ----> <Action>

    If Time = 6 when I press and keep holding space, will this action be run at Time = 8 or will it run at Time = 14?

    Tagged:

  • It's not that relevant, it's just that this boss, later in the game, will be a regular enemy, so the regular ones should respawn whenever their initial position is on-screen (which is already set up) but the boss one should only be fought once, so I created a boolean only that instance has true, but don't know how to make it so enemies with that set to true won't be recreated

  • I have all my enemies in a family and in some occasions I recreate them, but I want bosses not to be recreated, but only in some cases, which I have a boolean for. Is it possible to only recreate if they meet a condition, which would be this boolean?

  • Yeah, I know, but I wanted a way to do it in the editor. Thanks for trying to help.

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ZeldaVerde

Member since 11 Nov, 2018

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