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Spawner
by colander ·I don't quite get what you are asking in the first question. For the second question use a "Constrain Attribute" action to constrain self.PositionY in between two points with the max -
this rule will work?
by -Timo- ·if mouse button is down change attribute self.motion.linear velocity.X to 200 -
Rotate an actor and accelerate to the new angle
by AssortDis ·(Quote) -
Rotate an actor and accelerate to the new angle
by pHghost ·Create a actor attribute (integer) called myAngle. -
I was wondering?
by pHghost ·>>> Change attribute (game.Up) to: true -
I was wondering?
by http_gamesalad ·3. Change attribute game.up to true -
Actor doesn't move when pressing key
by Mendez ·@Aquinzel, Use the rule when right key is down, then change attribute (linear velocity x) to +300 and do the same for left expect make it -300. -
DEMO: Combat, Terrain Generation and AI on a Grid-based Map
by pHghost ·and also with some actors (like the player) to constrain a conversion calculation of these values. Firstly, it slows things down a little, no doubt, but mainly I had to hard-code some logic in for it -
Does this make sense to you?
by pHghost ·This is simply not true. We are talking about an actor attribute. -
Does this make sense to you?
by http_gamesalad ·of zombies you've killed so I made an interger attribute called game.HowManyLeft and I put it in rules 1-3 but it isn't counting properly. It like counts like 15 when I only spawned 10 zombies. I onl -
Does this make sense to you?
by pHghost ·The self.killme will not keep on going up every time a bullet collides with any zombie actor. A self attribute can only be seen and affected by the actor itself. So when a zombie gets hit, only the se -
Setting up a save attribute...
by Speedy007 ·Could ya'll tell me the correct way to save in attribute so when the game gets closed and reopened everything will be as it was left...I have a game where you can upgrade your weapons,earn coins, and -
Does this make sense to you?
by Armelline ·If you have "run to completion" checked in the timer, GameSalad might be delaying the destroy until after the timer has completed - which would mean self.killme would be set to 0 aga -
Does this make sense to you?
by http_gamesalad ·I crated a self (Integer attribute) & I named it kill me. I want the zombie to die after 2 hits from a bullet. So I said -
How to check actors are fully overlap?
by The_Gamesalad_Guru ·You can use tags to sort actors. Give each one a different tag and use an attribute to count them by tag. -
Is An Endless Maze With Random Paths Possible??
by pHghost ·http://www.deepblueapps.com/collisions-with-tables-template/ -
Spawn Limit
by pHghost ·Copy your project. In the new copied project delete EVERYTHING except: one spawner prototype actor, one zombie prototype actor, one display actor and the how_many attribute. -
Spawn Limit
by http_gamesalad ·@pHghost I put the change attribute in the timer with the spawner. So what I have is -
Spawn Limit
by pHghost ·It is possible to do it by putting the change attribute into the zombies as well, it works out the same, but since it's not working for you at the moment, try it like this, to see what happens. -
Spawn Limit
by http_gamesalad ·@pHghost okay you want me to put the change attribute in the same rule as the spawner? So I won't have the change attribute in my Zombie actor it'll be in the Top spawner from now on?