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Rule Bug.
by CodeMonkey ·Make a boolean attribute called ThisRuleWasInitiallyTrue = false -
How to make an actor stomp on an enemy to destroy
by butterbean ·Hmmm.... tried this too but not working, do I possibly need to constrain X/Y position of the actor first to the global attribute? I'll still keep working -
Rule Bug.
by CodeMonkey ·However, any future changes to that variable(attribute) that make it ≥ 4, won't reactivate the TRUE behaviors to set the variable to 4 since it will still be true. -
How to make an actor stomp on an enemy to destroy
by Kamazar ·2) Eh, it depends on what actor you're gonna use to enforce the rule set. Ok, here's what I'd do. Create a real attribute for the location of the main player. When the location of the player is greate -
Pixel Collision.
by Omegas7 ·Isn't there a pixel collision check? I just find rectangle and circle collisions... -
Updated Demo
by CodeMonkey ·It specifically looks like that with the game.Mouse.Position.X being that attribute that you had when it was working before. Remember to have the right amount of open and closed parentheses. -
Updated Demo
by CodeMonkey ·Orrrrrrrr. In the constrain behavior you can make the value instead of just mouse.Position.X -
Sound/Music
by Toby ·And you can control the in game audio now too with the volume attribute.. -
Collision with pacing enemy
by butterbean ·So here's what I did, instead of adding the attribute collide with: "enemy" and in the enemy actor, putting collide with: player -
Increase the number of enemies spawned based on score
by butterbean ·So under global game attribute game.spawnratetimer, do I set that to 0 initially? -
Increase the number of enemies spawned based on score
by CodeMonkey ·--Change Attribute: game.SpawnRateTimer = max(.1, game.SpawnRateTimer - .1) -
Spell working, but problem with destroy behavior
by butterbean ·I constrained all those attributes but they still wrap through the other side, and I need to enable wrapping for animation reasons. -
DodgeIt
by Purist ·Ok basically I created an actor called 1. I made a change attribute inside that actor to change the score +1 and put it in a timer which is repeats every 0.1 seconds Then i created a global real attr -
Spawn actors with health bars
by drixz97462 ·1. Create game attributes: TargetX and TargetY -
Spawn actors with health bars
by JGary321 ·Constrain X & Y of the mobs you want to spawn the bar to. You can use the same game attribute for all the mobs. Make a rule under the mob that spawns HP Bar. Under your HP Bar set 2 constrain -
Spawn actors with health bars
by drixz97462 ·I'm just wondering if there's a way to spawn actor with health bars. Currently I'm doing it via the wiki way which sets a game attribute of targetX, targetY that positions the health bar to an actor. -
Increase the number of enemies spawned based on score
by butterbean ·The bottom rule that was cut off was: --Change Attribute: self.CurrentSpawnRate = game.SpawnRateTimer -
Shooting right spell working, but shooting left not
by butterbean ·I even tried creating a global game attribute (both boolean and text) and had both actors check it (both spell actor and main actor) and those solutions didn't work -
Increase the number of enemies spawned based on score
by butterbean ·Attributes Needed: -
Shooting right spell working, but shooting left not
by butterbean ·I've also tried creating the spell's own attribute as well to do this, and it still doesn't work! It must be other rules I have conflicting.....