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Messages - LtVax27

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Extensions / Re: Attribute Saving [Extension]
« on: September 23, 2018, 11:07:35 am »
"#2134: Cannot create SharedObject" means that it failed to create the SharedObject file, which is where the save data is stored on your filesystem. It could be a security or permission problem, or a problem with the path/name of the SharedObject (see

Link isn't active and I'm not sure what to search for.

Ask a Question / Re: Create Region at Self problem
« on: May 29, 2018, 01:27:08 am »
So have I done something wrong or is it bugged somehow, asking if it's a bug as I have had actors changing scene with no scene change before (replacing Actor fixed it) It is how ever doing it no matter what container actor I use so, got a bit of time so might try using a scene behavior instead but that's going to be more code than needed. <Will not work as I need to assign each region and there is no way to set regions to a type or set it's name and as I have no final number for containers used in each scene I can not use a counter with a bunch of 'set last region to'.

Had a 'When Updating' not set to the Detection Box... (Was just grabbing any region)
So, the region for the blue container starts following the player, the detection box that should follow the player stops and the red ends up near the blue. Not sure what I'm doing wrong. I did put a 2sec delay on the containers and it dose execute last so not sure why the player is stealing it.

The 1st bug fell through by itself on another run though but if you run into them they both end up under the map, other than that I like it. Also NickamonPoppytail has some good points.

Ask a Question / (Solved)Trigger wont Trigger??
« on: April 13, 2018, 06:26:02 am »
Was trying to trigger before the other Behavior was active.... Least I know that's a thing now, kinda shocked I never realized from my print logs, not even going to say how long I was trying to work this out before asking.

I just don't know what's real any more  :'(
Top Left/Right: Triggers when Actor is Spawned
Right Middle: When Gun is Spawned
I did set a 1sec delay to the trigger but nothing. Going to check a few things
(I know I don't need to 'Set Myself to Myself' but was added while trying anything)
(Also I spell weapon with out the A for convenience)

Ask a Question / Re: Manual 2D list input
« on: September 28, 2017, 08:49:24 am »
Well the Custom block I made seems to be working good, not sure how it will perform under pressure but I got it all set up in a nice trigger loop. I guess if there is no proper way to input 2D List manually then it will have to do. Hope it helps anyone else wanting/needing to do things this way.

Ask a Question / Re: Manual 2D list input
« on: September 28, 2017, 08:14:47 am »
[split text  [[get item # TileID ..]as number]  using [,] ] is the only way I can fit them and it wont work, same error.
(updated Custom Block workaround pic)

Ask a Question / Re: Manual 2D list input
« on: September 28, 2017, 05:41:35 am »
So if your line was [ get item # [ItemInc2 ] from [get item # TileID ...] ]
it should be something like [get item # [ItemInc2]  from  [   split text  [get item # TileID ..]  using [,] ]  ]

'String should be Int' error for the  [split text  [get item # TileID ..]  using [,] ]

Anyway got the 2nd compatible tile spawning, now to add constraints and have it loop till it's done.

Ask a Question / Re: Manual 2D list input
« on: September 28, 2017, 04:57:04 am »
Still no reply on if I can do it this way :( O'well, Custom Block it is for a quick fix. (Well it did work, once, got a loop bug I need to find) (Loop was something else)
ADD an , to the ends of the 2D Lists
CAUTION: Getting Numbers wrong will cause a loop!

Ask a Question / Manual 2D list input
« on: September 27, 2017, 02:38:48 am »
Trying to put a list in list for a basic Attribute, couldn't find anything on it so here I am. Building a Map gen, Index is last tile ID, Value is compatible Tile ID based on direction. [U,Ur,Ul,D,Dr,Dl,R,Rd,Ru,L,Ld,Lu] Have I input it wrong or can't do it this way?
A few of the Numbers are wrong if you try to copy the list, row 3.

Ask a Question / Re: Seeking Feedback
« on: September 23, 2017, 09:02:35 am »
Got in and had a go of each, noticed the in game buttons don't work in Alien Storm, Planet Defender and Tank Outpost. other than that it is fairly neat and easy to pick up. Nice art style and fun little collection of games.
May be a bug in firing code, had it on auto fire?

Ask a Question / Re: Mouse is Over, Otherwise off? {Pic}
« on: August 30, 2017, 07:18:22 am »
Brilliant, not some thing I would have thought of.
*Updated the game with the Info script

Ask a Question / Re: Mouse is Over, Otherwise off? {Pic}
« on: August 30, 2017, 04:10:46 am »
This is what it prints

The thing it's for

I would like to see this animation when it is finished.

Not sure if I'll animate them as the time one will spend viewing the system map would not result in any movement of the Planets. (Saves me a lot of headache also) The System Gen is published on the Arcade atm under Developement.

Ask a Question / Re: Mouse is Over, Otherwise off? {Pic}
« on: August 29, 2017, 08:44:22 pm »
Basically just a lil pop out window that will show stats about the planet the Mouse is over, the Animation name is set to it's type atm. So as long as the mouse is over the planet it will be extruded and display the info, when mouse off it shrinks back in and stops displaying text. I did just try 'otherwise' and a few other things [blocks not connected] it won't run the on actor till on actor but it just keeps running the off actor part even when on actor. I have also tried creating regions on the actor and have a 'mouse exits region' but it will just spam them so I can't test that.  (It's funny, had 1 problem with that trig code and it was 477 lines and this is just damit....)

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