fan/air effect (SOLVED)

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Post » Mon Nov 25, 2013 4:46 pm

How do I make a fan or air blowing effect? In my game I have an air duct coming down and i want it to blow with force when something passes under it. But here is the trick it's animated so i only want it to blow when the animation is triggered and it's triggered when a certain object touches it.

I have tried adding force and impulse to a point from the animated object. I could not figure out the invisible sprite thing.

Is there a simple way thanks.

ALLMarkMade2014-01-29 00:11:45
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Post » Mon Nov 25, 2013 9:12 pm

hey, this might help

https://dl.dropboxusercontent.com/u/53374990/Forum/fans.capx

click fans to toggle them on/off..
the fans force is stronger the closer the object is.. If you don't want that, lose the calculations and just apply F
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Post » Mon Nov 25, 2013 9:29 pm

@keepee Thank you so much I will give it a try and let you know....

Thank you
Check out my latest game RAPID-TAPIT. Get your Fingercise on with this one. A steady Tap is all you need to score points. Lift a finger and see what you can do...

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Post » Wed Nov 27, 2013 2:33 am

@keepee Thank you again and yes that's just the effect I'm trying to create but blowing down at an angle. Any how I looked over the capx and 1 I don't see where or how to add a LOCAL variable and I just don't understand what you did.

It looks nice and works well but I can't recreate.

Thanks anyway
Check out my latest game RAPID-TAPIT. Get your Fingercise on with this one. A steady Tap is all you need to score points. Lift a finger and see what you can do...

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Post » Wed Nov 27, 2013 4:31 am

I was just about to post this exact same question, but using particles.

Seeings as you know your stuff KeePee, would you happen to know how to do so ?
Using R243 for all examples
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Post » Thu Nov 28, 2013 7:15 pm

@AllMarkMade
Do you mean local vars or private vars?

local variables are created the same way global variables are. If you drag a variable to be subevent, it becomes a local variable... and vice versa.
The only difference is that Global variables are always Static, but you can make local vars static too. Static means it remembers what the value of the variable is after each tick.

And then private variables are ones which are held by an object or a family.. so they are not created on the event sheet.

The manual will explain these things better than me though.. so it's better to read about them there. Is there anything in particular about the .capx that you don't understand?

@emoaeden
So do you want a particle effect to be created and destroyed for each fan when toggled active? Because you can do the exact same as what i've done for the 'fanarea' object. If you replace every occurence of 'fanarea' with the particles equivalent, it'll probably help you understand the .capx better. And then you can modify it to have both the fanarea and the particles together.

Other people may choose to do this in other ways though, for example you could have the particles and fanarea both in a container for the fan.. that means they will always exist in the game, not be created and destroyed unless the fan is. In this case you have to some more toggles -set the particles active/inactive, and only apply the force when the fan is active also.
keepee2013-11-28 19:18:37
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Post » Fri Nov 29, 2013 1:05 am

Thank you
Check out my latest game RAPID-TAPIT. Get your Fingercise on with this one. A steady Tap is all you need to score points. Lift a finger and see what you can do...

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Post » Fri Dec 06, 2013 12:39 am

Solved!!!! I use the LinearLayout and applied force to any object that overlapped it and it works fine...

Thanks for all the advice...
Check out my latest game RAPID-TAPIT. Get your Fingercise on with this one. A steady Tap is all you need to score points. Lift a finger and see what you can do...

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