How do I do different bullet patterns

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Post » Fri Aug 14, 2015 11:13 am

So it's all right?
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Post » Fri Aug 14, 2015 4:15 pm

@RamPackWobble

This is really interesting, i'm trying to understand the logic and code behind all of those but i can't seem to match any. Sorry as i do not have any programming knowledge and all these seems very foreign to me.

Will changing any of the numbers create a different pattern?
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Post » Fri Aug 14, 2015 4:19 pm

@Human
@sielxm3d

I have tried number 1 and 3 suggested by Human 1) works but 3 doesn't seem to work for me. I have tried the below and what @Human has suggested but the bullet doesn't stay when spawned then move after X seconds.

Image

I have not tried 4) as suggest by @Human yet
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Post » Fri Aug 14, 2015 6:15 pm

Change "Set Bullet Enabled" to "Set Bullet speed to 0"

Enabled makes Bullet behaviour working, nothing more.
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Post » Fri Aug 14, 2015 6:51 pm

in my version you have three main instance variables :

ivDelay - so for example 0.1 means there will be a delay of 0.1 seconds before the next "burst"
ivSpread - this is the angle between each bullet - so 2 will move the bullets at 2 degrees from each other
ivNumber - the number of bullets

so if, for the three variables above (in order) we set 1 , 90 and 4 : would give a delay of 1 second before releasing 4 missiles at 90 degrees.

so ...
ivDelay 1,1,2,2,3,3,999 (the 999 indicates we have got to the end of the list and ...)


so first delay is one second, second "burst" would follow a second later, third 2 seconds after the second....

basically by altering these instance variables you can produce many various bursts - angles, delays and number of bullets.

Have fun
August 2015 - I misplaced a lot of links - I will try to find backups and repost. If You find a post that interests please reply to post with @rampackwobble and I will get a nudge!

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Post » Sat Aug 15, 2015 2:33 am

For 3) and 4) that's what I noticed:
We are in an awkward situation here,
because precizamos have a minimum knowledge of algebra,
or trigonometry and analytic geometry to solve this,
once to stop the moving object
is impossible with bullets, I believe that once triggered it traverses
in one direction to be destroyed, but if we know the equation
vector of straight or director of the movement direction can be calculated
the position of the object or even the distance that must be stopped, and then
after a while the return movement.
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Post » Sat Aug 15, 2015 2:33 am

I'm analyzing what can I do to help you in this regard.
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Post » Sat Aug 15, 2015 6:54 am

something for you to look at for "3"

edit

replaced link to

https://db.tt/WRPHSlp0
Last edited by RamPackWobble on Sat Aug 15, 2015 7:49 am, edited 1 time in total.
August 2015 - I misplaced a lot of links - I will try to find backups and repost. If You find a post that interests please reply to post with @rampackwobble and I will get a nudge!

If you find my posts useful please consider donating something to a local charity or to the http://www.mndassociation.org/
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Post » Sat Aug 15, 2015 7:19 am

@RamPackWobble

Sorry not able to download your capx, says it's missing
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Post » Sat Aug 15, 2015 7:45 am

:oops:

let me go to drop box again...

https://db.tt/WRPHSlp0
August 2015 - I misplaced a lot of links - I will try to find backups and repost. If You find a post that interests please reply to post with @rampackwobble and I will get a nudge!

If you find my posts useful please consider donating something to a local charity or to the http://www.mndassociation.org/
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