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integer above 9999 ??
by jorkos ·global attribute -
Bug or not- you shell decied.. i runned out of ideas.
by roimulia ·I thought about that, but in the same breath I wanted to make it to dynamic and make an global expression, and it's killing my head cuz logically what I did must work, i checked it with logs and every -
Keep score from scene to scene
by FallacyStudios ·Why not just have your score be a game attribute rather than a scene attribute? -
Spawn actor after one actor gets destroyed?
by BonepileGames ·I'd create a game attribute called "machinegun" set to 0. When something happens (your case) change machinegun to 1. Make the regular cannon to change its image when the machinegun a -
SIMPLE Question....About Health Bar
by tatiang ·Change attribute game.health to min(3,game.health+1) -
integer above 9999 ??
by gyroscope ·So where are you typing it - into a game, scene or self attribute initial value, or into something else? -
How to constrain a spawn actor onto another spawn actor? (FB)
by mitdrissia ·why i use constrain is because the below pipes move up and down.I need to constrain the turret to stay on top of the pipe. See the pipe as the pipe in mario or flappy bird and see the turret as the bo -
Randomizer triggering both possible behaviors
by Backtothis ·Wow, taking the rule out of the timer actually fixes it. I'm so surprised lol . So somehow the change attribute manages to go from the old to the new value while the rule is being evaluated and so i -
Randomizer triggering both possible behaviors
by tatiang ·Actually, sorry... I take it back. It won't work because if you choose the same random value again the rule won't fire. So maybe you do need it inside of the timer. Try moving the change attribute -
Randomizer triggering both possible behaviors
by Backtothis ·Hmm, the timer is to control how far apart things spawn, but I guess I could have an attribute called ReadyToSpawn or something that also gets set to true when the timer fires? Unless there's an even -
Randomizer triggering both possible behaviors
by tatiang ·work, I think it has to do with the change of attribute coming after the rules... so the rules won't actually fire until the timer cycle starts again, and then it immediately picks another value for -
GS can't self reference variables?
by Backtothis ·Lol for some reason I was thinking of Constrain as an assignment ~_~. Too used to seeing == for equivalence comparison haha. Well that is quite silly of me! -
GS can't self reference variables?
by gyroscope ·@Backtothis To echo what @POM said in a different way, attributes can be seen as containers, and they contain values. So constraining {self.camera.height = self.camera.height}, etc is meaningless as -
I would like to make a scene like donkey kong country
by tatiang ·Change attribute game.randomBarrel to random(1,10) -
integer above 9999 ??
by jorkos ·@gyroscope How do you set a global attribute (integer) above 9999 ?? -
Help me sort out an actor problem
by tatiang ·Here's the deal: your red actor is either a red rectangle or it's a cutout image without the black area. Either way, the actor itself is a rectangular shape the size of the scene. When you add a col -
GS can't self reference variables?
by tatiang ·Just to be clear since you keep mentioning camera.height and camera.width... are those game attributes? Or are they scene attributes? It helps if you include the prefix when you mention attributes. -
GS can't self reference variables?
by Backtothis ·Actually, the constrain condition wouldn't happen to be repeating itself in the old scene while the pause scene is active would it? That would actually make sense now lol, as I was re-reading what PO -
GS can't self reference variables?
by Backtothis ·I just gave a random value for camera to illustrate my question. Camera origin is also constrained since that also gets reset after coming back from a pause, but my question was more about how expres -
GS can't self reference variables?
by Backtothis ·I don't really understand what you are saying. Yes I know camera size is dynamic. But also the pause feature resets the previous camera settings, so if I don't constrain them on the previous scene,