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Messages - Edge123

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1
Ask a Question / Re: Randomizing when actors spawn
« on: October 19, 2019, 11:51:56 am »
It all makes sense when using the "do after N seconds" block. Don't know why I didn't notice that before, but anyways, appreciate the help.

2
Ask a Question / Randomizing when actors spawn [Solved]
« on: October 18, 2019, 10:09:57 pm »
I've been trying to make an actor spawn obstacles at random times, but it keeps choosing a specific timed pattern rather then having a randomized timed pattern. This is the code I have for the actor:

https://imgur.com/a/KbgIXKT

How do I make it so spawning the actors have random timed patterns?

3
So I printed and saw the status of each attribute. For some reason, it took a long time for shoot to be set back to false, so I decided to do a "do after x seconds" block to set shoot to false and it worked! I appreciate your help.

4
Alright well after doing that it didn't seem to change anything. One thing I noticed is that if I remove the "if current animation for self = x" from the code it will spawn the projectile on the desired frame, but it only does it once. This is very strange because I follow a similar code to another actor that does this method and it works fine. Do you see why it only shoots once?

https://imgur.com/a/fpQksvW

5
https://imgur.com/a/6RVZGMG

From the looks of it, it seems to stop at "if get current frame for self = 4" and "Shoot = false". In game, the actor does execute their animation, but doesn't shoot their projectile at the desired frame. Do you know why that is?

6
Sorry for the late response but I did follow your advice and it still isn't spawning my actor. Any other suggestions on solving this?

7
Wow it was that simple, I don't know why I didn't think of that. Unfortunately a new problem came up where for some reason the enemy won't shoot on a certain frame of their animation.

https://imgur.com/a/XwTAp36

What exactly is the problem here?

8
Ask a Question / Executing a block of code once [Solved]
« on: September 25, 2019, 08:26:03 pm »
The title is a bit confusing, but what I'm trying to say is, is that in my "updating" code, I want to execute a chunk of code only once, but have a code inside that chunk constantly updated so it can meet my true or false statements.

https://imgur.com/a/0Sqlevf

The true or false statements I am talking about is inside the "do every 1.4 seconds" block. What can I do to make it so its constantly checking in that block of code so "get current frame = 4" and "shoot = false" can become a true statement?

9
Ask a Question / Re: Switching animations after finishing an animation
« on: September 22, 2019, 02:40:36 pm »
So I did use the after x seconds block, but I managed to do an easier method of triggering the code once and being able to switch animations without any problems. Thanks anyways for your help!

10
Ask a Question / Switching animations after finishing an animation [Solved]
« on: September 20, 2019, 08:41:55 pm »
I've been trying to figure out how to switch animations after one animation is finished, but I can't figure out the proper blocks for that to happen. This is the code I have so far.

https://imgur.com/a/ooYysAV

11
So I did make it so the code is triggered once and when the player is out of range it will reset the variable, but I don't follow your 2nd piece of advice because I am following a model similar to another enemy where they shoot on a certain frame. This is the code I have for the other enemy and it works.

https://imgur.com/a/fpQksvW

12
Ask a Question / Getting an Actor to Switch Animations Then Start Shooting
« on: September 16, 2019, 07:27:17 pm »
Lately I've been trying to make a code where when the player gets close enough to the enemy, the enemy will switch to a surprise animation, and after the surprise animation is done, depending on where the player is, the enemy will start shooting a projectile at the player. I've only gotten the enemy to get to the surprise animation and then the animation keeps on repeating until the player isn't close to the enemy anymore. This is the code I have.

https://imgur.com/a/PBJbgv5

13
Ask a Question / Re: Sounds Effects Break the Music
« on: September 16, 2019, 03:51:00 pm »
Using the Fade In on channel x block actually works! Thank you for solving a problem that bugged me for a long time.

14
Ask a Question / Re: Sounds Effects Break the Music
« on: September 14, 2019, 08:30:28 pm »
So I did use the channel block but now the music never starts up. Is it possible my sound effect file is corrupt or is there more to it?

15
Ask a Question / Re: Sounds Effects Break the Music
« on: September 14, 2019, 07:28:18 pm »
It still seems to only sometimes work for music to start up  :-\

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