Rotating Projectile and Random Selection Troubles

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Post » Sun Apr 13, 2014 1:42 pm

I have a projectile that needs to spin in a circle and slowly fade away. This works perfectly until I need to mirror it for the opposite direction.

I've tried setting negative speeds, rotations, and anything else I could think of but the closest I got was getting the projectile to rotate downwards in the opposite direction.

The function is at the bottom of the player event sheet and is labeled BRaxe it is right above the Kcoin which I am also having trouble with.
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Post » Mon Apr 14, 2014 3:41 pm

Just a quick bump.

I am still having the problem above but I have now encountered another problem with my projectile called Kcoin.

It is supposed to spawn a random projectile upon hitting the ground, however, it sometimes spawns two instances at the same time and sends two different projectiles at the same time.

Right now its set to either shoot ravens, holy water, or knives but its sometimes does two at a time.
EX: Shoots ravens and knives from the same coin.
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Post » Wed Apr 16, 2014 12:38 am

Still having troubles with these.

I don't want to seem annoying by continually bumping but I can't seem to figure them out.
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Post » Wed Apr 16, 2014 1:26 am

BRaxe:
Mirror the axe
Set Rotate speed -200
Set Rotate acceleration -100
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Post » Wed Apr 16, 2014 1:31 am

blackhornet wrote:BRaxe:
Mirror the axe
Set Rotate speed -200
Set Rotate acceleration -100


That's it? I swear I tried that like 4 times!!

Oh well thank you very much :)

Any idea about that other problem?
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Post » Wed Apr 16, 2014 1:48 am

It may be a r166 bug. I reported a problem with functions being called twice. I don't see the problem you are describing, but I'm at r167 already.
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Post » Wed Apr 16, 2014 11:39 am

blackhornet wrote:It may be a r166 bug. I reported a problem with functions being called twice. I don't see the problem you are describing, but I'm at r167 already.


Its still doing it.

It seems to do it when I am higher than the area that the coin is hitting.

It also happens a lot if I am running while throwing it. It almost never happens on level ground were I'm not moving.
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Post » Wed Apr 16, 2014 2:01 pm

The problem is you are getting multiple collisions per Nondestsolid. Not sure why, but adding an extra flag to indicate when the collision has already been processed seems to fix the problem.

Edit: actually I think it may be because you change the animation to "land". This then resets the collision property, and it 'collides' again. That makes some sense to me.
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Post » Wed Apr 16, 2014 9:11 pm

blackhornet wrote:The problem is you are getting multiple collisions per Nondestsolid. Not sure why, but adding an extra flag to indicate when the collision has already been processed seems to fix the problem.

Edit: actually I think it may be because you change the animation to "land". This then resets the collision property, and it 'collides' again. That makes some sense to me.


But if it will only activates when "land" is playing then it shouldn't matter right?
I set it up that way so it wouldn't activate the other coins that I was throwing but I guess I could make it spawn another object that spawns the random event.
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