Request: Some way to get events to occur after behaviours

Discussion and feedback on Construct 2

Post » Thu Jan 01, 2015 8:08 am

[Apologies if there's actually a way to do this already that I've missed! Please do let me know if that's the case!]

I've been running into a little bit of frustration, particularly with the Pin behavior. Basically, in terms of order of execution, it seems like behaviours always take place at the end of the (main) event sheet. This seems perfectly reasonable, but it causes problems in cases like the one I have now. Basically, I have objects that are pinned to other objects, which works perfectly fine. The problem is, if I want to have an object set position to, or point towards, a pinned object, there will always be a 1-tick delay. In some cases, it's very noticeable.

As far as I know, there's currently no way to get around this without scrapping the Pin behaviour entirely in that case, which isn't feasible for me as it's a pretty big part of my terrain motion system.

I don't really know what would work well in terms of a solution. Ideally, we'd be able to override the execution of any behaviour (or, at least, ones prevalent with this issue like Pin) to a specific place in the event sheet. No idea how feasible that is technically, however!

Anyone else run into this issue?
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Post » Thu Jan 01, 2015 8:26 am

It would be very useful to be able to call the update function of the pin behavior from anywhere and as many times as needed. I've gone the event way before because I needed to do that. So +1 to this request.
Also it is dead simple to add such an action to the behavior, but it's always better if the modification is official.
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Post » Thu Jan 01, 2015 10:51 am

+1 too, it can be annoying for the pin behavior for this exact reason, which is troublesome if you are not just pinning position and angle.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Thu Jan 01, 2015 4:00 pm

Agh yes.
Dynamically creating a chain of objects and then pinning them together end to end was incredibly frustrating because of this one-tick delay!
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Post » Thu Jan 01, 2015 11:12 pm

Cool, glad to hear it's pretty easy to implement on the technical side!
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Post » Wed Jan 28, 2015 10:07 am

Bump, because I think this is an important feature!
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Post » Sat Feb 07, 2015 3:35 am

+1 for this. Sorry if it seems obvious, but how can I remake the pin behavior in events?
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Post » Sat Feb 07, 2015 4:55 am

@StaticCloud Really depends on if you need an arbitrary offset or not. If you do it's a bit more complex, but not too hard.
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Post » Sat Feb 07, 2015 6:04 am

+1

I almost never use pin for this very reason. Easy to 'pin' with event logic, and it works the way I want (same tick).
Don't lose your work. Backup your game with Dropbox.
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Post » Sat Feb 07, 2015 7:40 am

+5,000

I'm glad to see this isn't just happening to me! I had to do away with pin and do it manually due to the delay it has.
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