Rotate, stop, shoot. Rotate, stop, shoot etc

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Post » Sun Aug 13, 2017 4:41 pm

How do I get this to work? Cant use the rotate behaviour and so far am using the "rotate towards angle" which is triggered by another action (it rotates very nicely). My main issue is getting it to repeat. ideally I need my object to appear, wait a few seconds, then rotate shoot. The appear and wait bit I've done. Its the repeating of the rotate action thats proving difficult. Would a variable of some kind do it?

Thanks
Horace
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Post » Sun Aug 13, 2017 9:45 pm

you could also make a state machine for that
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Post » Mon Aug 14, 2017 12:51 am

+ Turrets: FSM = "Rotate"
+ Turrets: [X] FSM = "Shoot"
+ Turrets: [X] FSM = "Wait"
-> System: Wait 3 seconds
-> Turrets: Set FSM to "Shoot"

+ Turrets: FSM = "Shoot"
+ Turrets: [X] FSM = "Rotate"
+ Turrets: [X] FSM = "Wait"
-> Turrets: Spawn Bullets on layer 0 (image point 1)
-> System: Wait 3 seconds
-> Turrets: Set FSM to "Wait"

+ Turrets: FSM = "Wait"
+ Turrets: [X] FSM = "Rotate"
+ Turrets: [X] FSM = "Shoot"
-> System: Wait 2 seconds
-> Turrets: Set FSM to "Rotate"

+ System: Every tick
-> Debug: Set text to Turrets.​FSM
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Post » Mon Aug 14, 2017 9:05 am

I must apologise this is for construct 2.
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Post » Mon Aug 14, 2017 11:41 am

it still work the same on construct 2 i have both license its simply i prefer c3
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Post » Mon Aug 14, 2017 1:55 pm

In the series "I beg you, plz do not use WAIT", episode 99: "The flexibility of Timers".

https://www.dropbox.com/s/tnbs5t97h69xd ... .capx?dl=0

Click also on the Sprite when it is mid-sequence.
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