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How can I drag an actor along a specific angle?
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detecting collision sides of a square etc.. please help
by Socks ·(Quote) -
detecting collision sides of a square etc.. please help
by RThurman ·Here is yet another stab at the issue. This demo uses an angle attribute instead of a real attribute. Angle attributes 'normalize' any derived angles to an expected 0-360 degrees. (None of that +18 -
Destroying an Actor
by JSproject ·Create e.g. a boolean global attribute named KillActorX, set it to true via change attribute within your actor when you want to kill off the other actor, have your spawn after that change attribute. M -
Debugger
by Jamesber ·Can't find another thread on this, but I drag the "Log Debugging Statement" attribute into my code (Which I know this code is hit when ran). In my debug statement I just do " -
Release Candidate 0.11.1.5 is available!
by Hymloe ·and at that point in time, one type of attribute suddenly used up twice the memory every time it was allocated. Something about "Longs" becoming "Doubles", or som -
Scammed
by gamestudent ·(Quote) -
detecting collision sides of a square etc.. please help
by Socks ·EDIT - did a quick bit of editing, reduced the side detectors so they only occupy the central 80% of each side - helps with corner collisions detecting two values - but ultimately this is a game desig -
detecting collision sides of a square etc.. please help
by Socks ·(Quote) -
detecting collision sides of a square etc.. please help
by colander ·I played around and came up with two methods using VectorToAngle(). The first one uses rules to detect the side, the second one uses a large equation in one Change Attribute action. -
Transfer attribute to instance
by Rohal ·That solved my problem. I was trying to fetch a local attribute from "outside"... -
Lie Detector
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help with movement please
by gamewizard99 ·You could have several boolean attributes, one for each character. When a character is clicked, the attribute is set to true and you would need a rule stating that if e.g. character1select = true then -
Scammed
by Thunder_Child ·Example would be I certainly do not use code like when game.start is true...make attribute = 1...I'm a press start button and go guy. This is because I am still learning the value I along this equal -
Transfer attribute to instance
by Tosanu ·I recommend creating a global attribute, call it something like Spawn Speed. If the loop is spawning the actors, put in the loop, RIGHT before the spawning, Change Spawnspeed to loopindex. -
Making a reset button that is always visible on screen when the camera is following another actor
by Lokitoes ·Update: ok now I can click anywhere on the screen to reset - it won't constrain to the actor. Is my reset rule on my reset button actor perhaps incorrect?? -
Collision movement help
by colander ·Constrain it's rotation and read up on the Physic's setting for Density, Friction, etc. -
Collision movement help
by colander ·Constrain the pads Y axis. -
Transfer attribute to instance
by Rohal ·Is it possible to transfer the loopIndex to the spawned instance, so that every instance has an unique attribute. -
How to add extra/bonus time in countdown
by ali_mulya ·Change Attribute: