well, you can just have the mousemove outputs set two numbers, and have an always getting those numbers and using them in a position:
Mousemove (X(1)) (Y(2))
(1(Set)) Number (Out(3))
(2(Set)) Number (Out(4))
(3(X)) (4(Y))
well, you can just have the mousemove outputs set two numbers, and have an always getting those numbers and using them in a position:
Mousemove (X(1)) (Y(2))
(1(Set)) Number (Out(3))
(2(Set)) Number (Out(4))
(3(X)) (4(Y))
Then, before sending the number through the PointAt, convert that number to a negative
Probably the cause of your lag
Maybe make the programming I can import into the game.
I fixed it by rotating the sprite 90 degrees to the right.
Still not working. Glad to learn about programming notation though.
Turn the object non-movable, non-solid, no collisions, basically disable all physics
Use in-view triggers for game world animations
I don’t think animations would cause lag. It would mostly be object count or complex behaviors
Also, you should only need one cursor (at least one that’s visible)
Again, one cursor is for in-game interactions, the other is to make it go over the UI.
The same cursor could have its display order bumped up over the UI.
Actually, that gives me an idea…
Ok, so what’s causing lag is the proximities. It’s showing 30 ms on the proximities, which is a problem.
One of these things could be the environment block.
The proximity is HUGE and there are multiple of them.
Instead, make a global variable called Enemies. Once an enemy spawns, add 1 to that global. On death, subtract 1. In your environment block, replace all those proximities with the Enemies variable and a filter (keep it at the default), and on fail trigger the next wave.
research the radar in Halo
Don’t think researching the halo radar will help him with the coding problem…
Sounds like a great idea to me. I cthink making a radar like Halo’s in Flowlab and then changing it is a cool idea.
Yes but he’s asking specifically how to code it. Not ideas on the design.