Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - chongyunxiang

Pages: 1 2 3 4 5 ... 16
Ask a Question / Re: How to stop actor from moving after collision?
« on: June 03, 2016, 05:06:05 am »
[Resolved] I finally got time to look into the game and the reason why I can't set the bullet to a sensor is because I need it to produce a response when it hits another actor type. So I set the actor type that I need to remain still, to a sensor instead. So much for thinking about the bullet when I can simply change the state of the enemy itself! Thanks!!

Ask a Question / Re: How to stop actor from moving after collision?
« on: May 30, 2016, 10:24:02 am »
I did just that, but the actor was pushed away by the force of the bullet.

Ask a Question / Re: How to stop actor from moving after collision?
« on: May 30, 2016, 10:15:44 am »
I cannot set the bullet to be a sensor. Is there way to upon collision, set self to last location and disable x/y-speed?
I'm trying to set my actor to stop in it's track for a very short while before killing self once it collided with a bullet.

Ask a Question / How to stop actor from moving after collision?
« on: May 30, 2016, 08:54:51 am »
Hi, how do I stop an actor that has been hit by a bullet, from moving and have it remain in its last position?

I'm able to create a delay in the shooting intervals, but I'm still unable to figure out why I can't create a bullet if I try to increase the force during mouse press. But it works if its just a When Shoot happens, create bullet at front, push last created actor etc etc. Once I added in the function to increase force when mouse down, or when event happens etc, it no longer creates the bullet.

I've attached my file here, hopefully someone can shed some light on this. Hope my file isn't too messy, which I'm pretty sure it is!


Hi CmdrWhitey13, everything works if its on an Always event, but I'm trying to put it in a behavior that can be disabled.

When mouse is pressed, do after 0.5s, set Playing to True, trigger Shoot event in behavior Shoot.

When Shoot happens, increment of Force by 1. If mouse was released, do after 0.2s, create bullet....Set Force to 0, SetPlaying to False.

but it's not working. I want to control the time interval players can shoot and not spam bullets. Not sure if this is the right method. pretty sure it's wrong since it's not working! Haha!

I can't seem to figure out why the bullet is not creating, but I've also managed to make the rotation counter as well as a multiplier when it goes above a certain number of rotation. If any of you would like to see how I did the rotation and rotation point multiplier, let me know.

Now I've also faced another problem besides the Press and Hold. I'm trying to award the players if they use the walls to bounce the bullet and hit the target. It's able to increase the points, but it doesn't work properly. When the bullet(rubber material) hits the wall twice, it executes the If statement to increase the score by 100, which is not supposed to. The If statement to award the player if they can ricochet the bullet off the wall, is when the HitWall and HitEnemy is both True.

I've disabled the Trigger event Hit as I've removed the Hit behavior(it was just something that I was trying quite sometime ago.)

alkanadi, i've added and otherwise statement and everytime I click, the otherwise statement runs. Means my If and Otherwise If statements are not working.

I've attached a screenshot containing 3 Shoot events that I'm trying out. The 1st shoot event works. The 2nd and 3rd doesn't create the bullet. I've only meddled with the Shoot behavior.

KramerGames, I didn't save what I did previously, but the screenshot shows what I've tried.

I tried Tigerteeth method as well. I too find it a much simpler method, but it didn't create any bullets. I think I'll redo this shooting behavior.

I've tried, but I still can't get it to create any bullets. I've attached the initial one that allows me to create bullets. But when I added in the ShootTimer attribute, it doesn't create any bullets.

Thanks for the help!

I tried, but it's still not shooting. Can't seem to figure out why I can't shoot.

I'm trying to increase the amount of force based on the duration of the mouse pressed.
I can't get the behavior to shoot after I've added in these few events. Initially it was simple :When Shoot happens, create Bullet...Push last created actor...etc. It was working, but once I've added in the setShootTimer and the other blocks, it doesn't shoot out bullets anymore.

How do I solve this or is there a better way of increasing the pushing force based on duration?


This is what I've done. It's able to increase the count of the RotateCounter attribute, but I notice that it only increases after a few rotations.

And I intend to have a condition for the rotation. Meaning, once it begins rotating, a timer and counter will begin.  If it spins in the other direction or the rotation is interrupted, the RotateCounter will not increase. Because I want to have achievements for the player if they can rotate the actor a number of times continuously.

How do I set the condition so that I can reset the RotateCounter back to 0 if the rotation is interrupted?


ErLuiSS, how do I set the direction of self back to 0?

I've used this block, and before I took this screenshot, I've actually set it to increase an attribute by 1, which is wrong because it increases continuously.  I understand what you meant, but can't seem to figure out how to set it back to 0, so that it can continue counting from 0 to 360.

Ceosol, if I were to use the point actor block, will that make my actor face a certain direction? And I saw your tweet regarding watching GoT. Definitely can't watch it during work!

Noxstudios, could you show me how you calculate the number of rotations?

I've tried using the absolute value of direction of self / 360, but I don't understand how this works and how to apply it.


Pages: 1 2 3 4 5 ... 16