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Loading images from tables dynamically
by tatiang ·When you probably should be constraining self.Image to that expression value. -
Displaying Random Table Cell Values
by DocJ ·I made a Constrain Attribute called self.RedScore -
Loading images from tables dynamically
by dsgnrone ·change attribute -
Loading images from tables dynamically
by dsgnrone ·change attribute -
Loading images from tables dynamically
by dsgnrone ·I can see that the data is being copied as I have a display text attribute that shows up with the image, and it displays exactly what it should. -
making a blinking effect
by Socks ·Constrain alpha to 1000*sin( self.Time *2000) -
making a blinking effect
by digitalzero ·to do this for... I have made a game boolean attribute labeled invincible... And I have a index attribute labeled blinking... Now what lol I'm just trying to find the easiest way to do this and make -
Line of Sight Workaround?
by AlchimiaStudios ·(Quote) -
Line of Sight Workaround?
by Armelline ·That was my assumption making the demo. But try taking @tatiang's, and removing the constrain from the red actor. Then move it manually into the path of the white actor. Collision fails to take place -
Line of Sight Workaround?
by AlchimiaStudios ·So it is a "dynamic" hitbox. I've never seen GS properly detect collisions on a dynamic hitbox. -
Displaying Random Table Cell Values
by DocJ ·I will go back to the drawing board and try again with the Red Score attribute. I'll post back later with an update. As always, thanks for your input. Much appreciated! -
Displaying Random Table Cell Values
by tatiang ·As for the type of Red Score attribute, it shouldn't really matter but if there's ever a doubt about an attribute type, make it a game attribute. -
Displaying Random Table Cell Values
by DocJ ·Do you think my problem was where I named my Red Score attribute? (Actor, Scene, or Game)? I think once I figure out where to give it the proper attribute, I'll be able to display it with a Display T -
Line of Sight Workaround?
by Armelline ·The collide is being checked in the walls. Each wall has a self attribute identifying it specifically. When it overlaps with the line of sight detector, it puts a 1 in a table cell. If it doesn't, it -
Line of Sight Workaround?
by Armelline ·It uses actors constrained between the player and the enemies, and only fires bullets if there's a clear line of sight. It gets around the problem of the line not detecting the collisions but looking -
Displaying Random Table Cell Values
by DocJ ·What I thought I had was this:I made an Integer attribute in the Red Actor, titled Red Score and set it to 0. -
Line of Sight Workaround?
by tatiang ·I just made an actor constrain its width to a variable function and collide with another actor and you're right... it's not detecting the collision. I suppose this is similar to the fact that Interpo -
Line of Sight Workaround?
by tatiang ·If you use the same line actor but manually place it on the scene with a non-constrained width (e.g. 20), does it register collisions? -
Line of Sight Workaround?
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How to make the goals active ? for 2 players and single player
by tatiang ·Make an integer game attribute called game.currentPlayer and give it a value of 1. When the current player shoots the ball, change attribute game.currentPlayer to 3-game.currentPlayer. This will cyc