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How to slow down fire rate
by CreeperWare ·To limit how many are spawned, create an integer attribute (in game attributes) called something like "number of bullets" and every time a bullet is spawned have it increase that num -
Timed respawn is spawning more than one actor
by akstudiodevelopment ·dies, have a rule that decreases the global attribute. Within the spawner, have a rule saying: -
Advanced Accelerometer Help
by AppFueled ·Do you have any ideas?make another attribute, constrain it to (game.accelerometer.X+game.calibrate) and use that attribute -
Advanced Accelerometer Help
by AppFueled ·or backward. ??? Thanks!make another attribute, constrain it to (game.accelerometer.X+game.calibrate) and use that attribute -
Loading and saving games?
by CreeperWare ·Assuming you want to be able for them to Save on command, you probably want to have an attribute that triggers a group of "save attributes" and then just load that group on game laun -
Timed respawn is spawning more than one actor
by PoisonCoyote ·I've tried both a self attribute and a game attribute for "actors" to keep track of the total number. Neither seemed to work. -
Loading and saving games?
by tatiang ·You can use the Save Attribute and Load Attribute behaviors to save any attribute to the device. Make sure to test these on an actual device as they don't work in Preview mode. You'll need to decide -
Help! Actors appearing in the same place! Need tips on polishing this.
by tatiang ·It's a bandaid solution, but what about having a game.spawnTime (real) attribute and changing it to game.time each time an actor is spawned? And then in your spawner(s), have a rule that says When ga -
Advanced Accelerometer Help
by JohnPapiomitis ·make another attribute, constrain it to (game.accelerometer.X+game.calibrate) and use that attribute -
Advanced Accelerometer Help
by AppFueled ·The problem I am having is that I can't get (game.acelerometer.X+game.calibrate) inside the field. It only allows me to select one attribute. When I try to add both, it just overwrites the other. If I -
Advanced Accelerometer Help
by AppFueled ·change attribute game.Calibrate (real) to abs(game.accelerometer.X) -
Can you turn off input?
by tatiang ·One thing I tried was moving the "Change attribute game.Left to false" behavior to the Otherwise section of the outer rule (When game.playerSlidingLeft is false). That had the effec -
Constrain Attribute is not updating, thoughts?
by tatiang ·The only thing (hopefully) that I don't understand about what you wrote is "However constrain attribute won't iterate." Besides that, it sounds like you just need to have a rule Whe -
Constrain Attribute is not updating, thoughts?
by Cluv ·The issue is that I would like to constrain a secondary variable to hold the "Magnitude" formula. I would like to use this variable to stop the check of distance when the distances -
Can you turn off input?
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Moving Platform Problem
by Fal01 ·No it just doesn't stick to it and falls off the end. I posted a question earlier and was told that on a scene with camera control interpolate behaves differently than the 'move' attribute. -
Long scene
by BrynjeBamsen ·Change attribute self.position.x to (whatever position outside the screen on your right side) -
background music playing while changing scene?
by 921creative ·When Attribute "game.MusicPlaying" = false -
Changing Size?
by FViMagination ·Interpolate Attribute: self.Size.Width = 100 -
background music playing while changing scene?
by FViMagination ·And where should I put that game.Attribute that checks whether music is playing or not? I have now a Music Actor that has a Play Music behavior in Scene 1 only, and a boolean game Attribute called Mus