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Resizing multiple instances of different actors simultaneously
by tatiang ·Give the prototype actor an attribute (e.g. boolean) and a rule that checks to see if that value has changed. Ten have a rule that changes that attribute when a key is pressed. If you need the trigg -
Stop actors from doing there jobs.
by mrcameron999 ·Hello in my game i have it where when a actor collides with another actor -1 of an attribute called lose. Lose is st to 3 and when it gets 0 I interpenetrate the camera to go up. How ever i have anoth -
Most efficient way to constrain 9 actors to constantly shifting X & Y coordinates...
by jorkos ·I'm not going to rotate the actor so yes I could simply constrain to a global X & Y....i'm just wondering if there is a more efficient thing to do or is that the most efficient. Thanks for you -
Number Divisibility Rules Snippet
by JSproject ·Holy Mary! For a more calculated and smoother change attribute process Barbara would have to interpolate into Tony or vice versa. -
Most efficient way to constrain 9 actors to constantly shifting X & Y coordinates...
by Socks ·Otherwise . . . Just make two game level attributes, Master X and Master Y, and constrain everything to them. -
Most efficient way to constrain 9 actors to constantly shifting X & Y coordinates...
by Socks ·. . . for exactly this kind of thing, but I think 18 constrains might start to get a little cumbersome ? -
Number Divisibility Rules Snippet
by Socks ·**(actually 'change attribute' has also just become free, he was killed by one of those robot spider things, may 'change attribute' rest in peace)*** -
Most efficient way to constrain 9 actors to constantly shifting X & Y coordinates...
by jorkos ·around, what is the most code efficient way to constrain the position of all actors to one set of shifting X & Y real points. Thoughts? Ideas? Is there a way for me to snap some actors to ot -
What's wrong with this code?
by limes336 ·(Quote) -
What's wrong with this code?
by Socks ·(Quote) -
Spawning more than 1 enemy using every and random and every timer
by luke2125 ·Change Attribute: game.enemychallenge to 0. In other words, I had to reset this attribute so it will begin to spawn again, since I have a Rule - > Change Attribute: game.enemychallenge < -
What's wrong with this code?
by limes336 ·My code is not working, and I have isolated the problem. It seems that this rule is not working: [if (self.rotation) > 0] I wondering if the attribute self.rotation is relative to the actor ins -
Spawning more than 1 enemy using every and random and every timer
by Socks ·Ok, so every 5 seconds this attribute is changed to a random number between 1 and 3.(Quote) -
Help Please collision problem
by Socks ·That's causing the problem, the change size attribute seems to stop collisions being detected. -
Number Divisibility Rules Snippet
by slowcut ·If mod(game.attribute,2) = 0 -
Number Divisibility Rules Snippet
by Armelline ·If game.attribute%2 = 0 then trueDivisible by 3: -
Fast Frame Swap
by Socks ·I've attached a demo file where I've stripped the timer/every method down to its basics, relieved it of all its chores, attributes and as much code as possible, so it can run as unhindered as possible -
Fast Frame Swap
by CodeMonkey ·I'll do a long version but quickly. It does use a few self attributes, but it makes it pretty dynamic. -
Tell Us About Tables
by slowcut ·If you want to stick with the constrain: -
Fast Frame Swap
by Socks ·If you have the time (I know you are busy) could you post an example of what you mean by ". . . counter attribute with a Timer behavior with 1/FPS for the every timer . . . " ?(Quote