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How can I make an actor jump with a button?
by JohnPapiomitis ·make a attribute called jump. -
How to reset or stop timer based on attribute
by poopdecksweeper ·if: Attribute - balls hit = 150 -
Make doodle jump movement smooth?
by Sparkyidr ·When attribute : game.acellerometer.X < -0.01 -
Strange behavior - rules disappear in play
by Clouds ·"No timer, but the Game attribute I set up is an integer . . . . . " -
Sticking Buttons!
by RacetotheMoon ·As a test, I would set up two objects in your scene. Each of these test objects should Display the Boolean Attribute you're using to send the actor left or right. Make sure they say TRUE and FALSE whe -
Random rotation
by JohnPapiomitis ·Have a attribute called RandomRot or whatever you want to call it. -
Timer not accepting real number from game attributes?
by gyroscope ·@tenrdrmer is correct about an attribute in a timer; it can't be variable. Not sure if that's a bug as such or just the way it is... for certain it's been like that for quite a while now and either wa -
Strange behavior - rules disappear in play
by BrackAttack ·No timer, but the Game attribute I set up is an integer. The reason I made it an integer is because I actually anticipate to have 3 rule-sets for my main actor. My Game attribute is designed to be e -
Strange behavior - rules disappear in play
by Clouds ·I think it's probably the way you've got the second timer kicking in before it applies the interpolate behaviour, either that or the actual attribute itself is an integer when it should be a 'real' at -
Strange behavior - rules disappear in play
by BrackAttack ·I have a set of rules applied to an actor's movement; works great. In anticipation for a second set of rules for the same actor, I made a button that toggles an action.attribute on/off. The plan was -
Wrapping X Actor around camera
by TouchTiltGames ·change attribute self.position.x to Scene.camera.originX -30 -
Timer not accepting real number from game attributes?
by tenrdrmer ·Ah yes. Now I understand I remember a while back a bug showing up where the timer does not adjust itself when the attribute being referenced for the time changes. Unfortunately i'm not sure if it turn -
Timer not accepting real number from game attributes?
by ellfire ·The attribute Spwn_Time isn't being setup by a random number. It is a real number game attribute that I have set to a specified number to start. Ex. 3. The random number comes in the form of the in -
Timer not accepting real number from game attributes?
by GLGAMES ·Are you talking about the game.spwn_time thats not working, then you should show us how to get the value of spwn_time attribute. The pic you showed us doesn't tell us anything about how you setup spwn -
Timer not accepting real number from game attributes?
by ellfire ·So in this ongoing quest, I created a completely new real attribute to replace Spwn_Time and a completely new integer attribute for BLDG_GO and setup a completely new actor like the simple one above. -
Timer not accepting real number from game attributes?
by gyroscope ·Change Attribute self.New Number to random(1,12) -
Random Spawning
by beefy_clyro ·Create 2 game attribute (integer) and call it something like SpawnedItem and NumberofItems -
Random Spawning
by calvin9403 ·Then make an attribute destroy number int 0 -
Any updates on the Road map?
by beefy_clyro ·@MotherHoose - A save attribute for all isn't such a good idea. I use many attributes that i wouldn't want included in a save, however, what would be useful is on the save attribute if we could have a -
Timer not accepting real number from game attributes?
by ellfire ·Thanks, Gyro. Well, still nada. I tried what you outlined, zilch. I tried setting the NewNum attribute by putting it under the timer that uses spawn time, again, holds the initial value and that's