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Messages - FlyingFree

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Ask a Question / Re: How do you force data to be of actor type?
« on: June 03, 2012, 01:52:15 pm »
The event is in a behaviour attached to the actors but since it's a global custom block it has no direct access to the actor's attributes, I have to do it this way so the block can be used by other behaviours/actors/scenes.

Ask a Question / How do you force data to be of actor type?
« on: June 03, 2012, 09:05:03 am »
In the attached custom global block I am retrieving the target of an actor, which is of type actor, from a behaviour and attempting to return it as type actor, the compiler rejects it because the get uses the return type anything so the type doesn't match the expected return type. How do I force the data from the get into an actor return type?

I did, it didn't.

I posted a mouse shooting behaviour on Stencylforge but forgot to add a block, how do I update the posting? Or is the only way to delete the original share and post a new one?

The text solution worked, appreciate the help. It's odd that there seems to be no use for the game attribute type attribute.

Thanks that actually would solve my issue, though it doesn't satisfy my curiosity about how Game Attribute type Behaviour Attributes work. I just don't see how you access the contents of the Game Attribute that a Game Attribute type Behaviour Attribute points to. I don't have a screenshot since I don't have the slightest clue how do to it but the scenario would be as follows:

AttribX is a behaviour attribute of type game attribute
AttribY is a game attribute of type number

What block(s) would I use to set/get the value of AttribY using AttribX?

I tried the generic game attribute setter, it wouldn't allow me. I can't use any specific setters since I don't know which game attribute will be assigned, I can only reference the game attribute from the behaviour attribute pointing to it.

I have a behaviour attribute of type "game attribute" that points to a game attribute of type "number", I can't seem to figure out how to access the number contents of the game attribute via the behaviour attribute pointer. I tried using the "set game attribute BLANK to BLANK" block but when I try to put the getter from the behaviour attribute in the first blank it won't accept it.

Ask a Question / Re: Collision detection problem (updated)
« on: May 24, 2012, 08:51:46 pm »
The ID conditional is the same in both events, it works in one. The purpose of the ID is so the events only react to collisions by tracers owned by the specific actor, allowing multiple actors of the same type to detect their own tracers' collisions without being confused.

Ask a Question / Drawing blocks
« on: May 24, 2012, 10:04:19 am »
In some prepacked behaviours there is an extra category of code blocks called Drawing, when I create new behaviours, both actor and scene, this category is not there, how do I make it appear?

Ask a Question / Collision detection problem (updated)
« on: May 23, 2012, 02:02:40 pm »
In the attached behaviour the collision detection event for tracers with heroes works but the one for tracers with tiles doesn't. I've also tried attaching the "die on collision with group" prepackaged behaviour to the tracer actor and setting the target group to tiles, in both cases the tracers just fly through tiles and nothing happens. Tracers are sensors with collision boundaries and set to collide with players (hero), tiles and waypoints (another actor type). Collisions with hero and waypoint work, collision with tiles are ignored. Do sensors treat tiles differently?

I reset the variables in the scene and removed and readded all behaviours from the actor type, neither had any effect. I had previously run into this issue with the Brick Block example game when making changes to the speed attribute wouldn't change the speed of the ball, I had to remove the attribute and manually set the value in the code block. I had a friend try it on their computer with the same result, some behaviours seem to get stuck and don't change or disable when they are supposed to.

I closed and reopened Stencyl multiple times, stripped all behaviours from the actor, reset everything on the actor in its properties in the scene, no effect from any of them.

Old Bugs (1.x/2.x) / Deactivated or Removed Behaviours Still Active
« on: May 18, 2012, 10:40:35 pm »
Behaviours that have been deactivated or removed from actors are still in effect, this seems random as to which behaviours/actors are affected.

I tested it, altered one line in the health behaviour in one game then saved the game and loaded a different game and added the health behaviour and checked that line, it had changed.

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