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Messages - LtVax27

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Ask a Question / Re: Check if Scene exists.
« on: July 11, 2019, 04:43:32 am »
Unfortunately I never know what I'm doing with custom code, did try and print a few parts trying to get names but ended up thinking of an easy way to do what I need.

While this does work I need a 1sec delay or it detects the ?Scene loading transition?, so the more I add the longer the 1st load of the game will be.
Might change how I'll do this by having the player Scan the Space Ship and take them to the Scene containing that design, I can then log that data and just have a DOCK button to go to the scene that uses the data to generate 2 ships docked together.

Ask a Question / Re: Check if Scene exists.
« on: July 10, 2019, 09:27:31 pm »
Still getting the same results on my end?
Ship002 - Exists       Ship015 - Non     Start - Exists     Hippo - Non
Might be a Scene event bug, (testing)

Ask a Question / Re: Check if Scene exists.
« on: July 10, 2019, 12:34:18 pm »
See attached image.

That seems to do the same thing.
As the Scenes are named the same I inc the number but want it to check if there is another before it tries.

Ask a Question / Check if Scene exists.
« on: July 10, 2019, 11:17:07 am »
I have several scenes with designs in them that I want to run through to generate 3D List data. I need to check if <the next scene exists> if not -Main Menu.
I tried to put <[Scene with name __ ]as boolean> but both existing and non return false.

Shared Resources / 2D to 3D List Converter [Fixed]
« on: July 02, 2019, 01:21:10 pm »
(Was a bug when doing the next List.)

Want your Game Attribute List to be 3D! Then do I have a solution for you.
Just add what you want to each line in the list e.g. 2,5,46,75,33 and this baby will organize it into a 3D list.
Slap that Scene Behavior into your Starting Scene and add all the names of the Lists you want organized and it will take care of the rest.

NOTE: If your game saves then have a Bool to stop it triggering again!!!!!

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.

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