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formula for multiples of 60 in "if" statement in rule?
by MarkOnTheIron ·The self.Time attribute of an actor is active only if the actor is present in a scene and even if you use the same actor in different scenes it will reset at each change of scene. -
Question about collision, velocity and offsets? (Not Answered)
by FrozenDingo ·How would I go about keeping collisions using velocity but also create an offset so the object doesn't jump when selected? -
Colliding with all instances except one
by ericzingeler ·Create a attribute called "ActiveCollideActorX" -
My 1st Turret Project
by DaneVincent ·ok so i did some searching and discovered that if i use a constrain attribute on my enemy health where if game.enemy health > 0 Timer, every one second spawn bullet etc, till the enemy is out o -
My 1st Turret Project
by DaneVincent ·information into the same "Global attribute" what is the correct work around for this? do i manually creat several Attributes per actor or is there some system where a "Glo -
formula for multiples of 60 in "if" statement in rule?
by MarkOnTheIron ·So, if I understand correctly you want a Save Attribute to fire every 60 seconds? -
Collisions counting problem
by glynius ·destroys the actor one by one, and adds 1 to an attribute. The tiles are actually 1 actor copied multiple times in the scene. -
Tables, and spawning - need help
by IsabelleK ·I have a new actor - I called it Spawner. It has 6 integer attributes inside him (each for each row in a table). At the beginning of the scene it changes each of these attributes to the appropriate va -
flipping images (horizontal)
by InLaNoche ·The whole issue is I do not know how to flip them other than the actor attribute. And this does not seem to be a run time changble value. It just adds a lot more work to what I want to do. I can al -
How to I define the starting point and ending point in the arc using Tshirt Booth's tutorial?
by RThurman ·2) in GS point the sword actor straight up with a Change Attribute Behavior (90 degrees). -
Actor stop spawning after touch, restart spawning after contact with another actor, HOW?
by Cabaco ·Ok I made it so that they stop spawning automatically, now I cant quite figure out how to make them spawnable againa up to 5. I made a destroycount attribute. Sorry for the inconvenience -
Result bar and score
by GuaveMedia ·do it with a constrain attribute... -
flipping images (horizontal)
by InLaNoche ·I have tried to do this in a rule. For testing sake, I made a quick shooter game. Again, just as a test, I have tried to use Change Attribute when the player's ship moves left. In the set field I t -
How to Find the References to Game Variables
by MotherHoose ·when you make an attribute … name it so you know why it exists/what it does -
Interpolate not based on static time?
by RThurman ·Constrain Attribute: self.Position.X To: self.Position.X +(( game.Mouse.Position.X - self.Position.X )*.25) -
Actor stop spawning after touch, restart spawning after contact with another actor, HOW?
by MotherHoose ·track the number of balls destroyed with another attribute -
Jumping Collision issue
by shebhnt ·I was using "change attribute" to change the linear velocity of x to whatever I want but it seems that by changing it to "constrain attribute" it actually fixed it -
Jumping Collision issue
by Cluv ·What rule are you using for collision, and what code is in your keyboard press and are you using constrain attribute by any chance? I just went ahead and changed that in the template, and it caused t -
more questions! about friction and collisions and such
by simo103 ·@rhinokey .. you could try constraining the object to a certain X when the Push attribute is false. However your method of switching non-moveable for moveable would have been my first choice so I woul -
How to Find the References to Game Variables
by tenrdrmer ·Nope. Clicking delete is the only way to see what actors that attribute is in. Be careful though if you accidentally delete it all the way there's no way to reverse it.