Proof of retractable character in specific locations

How do I…

How can I place my character on a specific place and it has the drag behavior?.

What is the expected result

When the player drags the character, it becomes fixed in the specified place.

What is the actual result

The character is heading downwards due to fixation behavior.

Related screenshots

The character is required to be fixed in the surrounding places, but it falls down. I want a solution to this problem. :pray:t2:



You could disable the player’s platform behavior when dragging it and then enable it when dropped.

You could place a platform in the places where you want to drop them. The platform can be hidden and jumpthru so the player falls through the platform if it’s released below the top of the platform.

Depending on what you want to do. You could leave the platform character disabled until something else happens like a keypress.

Thank you. Excuse me, I want to ask about something else, which is how can I make one of the conditions not happen unless a condition occurs before it? I tried that with the option (while, repeat this), but when it worked for me, the second condition did not work.

Can you post a screenshot of what you tried.

The while event can be tricky. It can create an infinite loop if the test condition never becomes false.

A while event is similar to for each object and for each child and repeat . It repeats events within a single frame so only things that happen within the event changes. It doesn’t update anything else like keypress or things that use behaviors or anything that gets processed between frames. The main difference is the while event has a way of exiting the loop early or extending it until something happens or doesn’t happen.

If you want something to depend on something else then you could add other conditions. You could use a boolean variable that gets set to true after something happens and then check the value with the other conditions.

When the player moves the character, he will be able to skip the game and kill the second enemy without any conditions. What I want is for him not to be able to kill the second enemy before passing through the first enemy, meaning that the second condition will not be fulfilled until the first condition occurs.


I hope you get the idea. :pray:t2:

If there’s only 1 ZombieGirl then in the 2nd event you could check if the number of ZombieGirl objects on the scene = 0

Screenshot_20241121_131221_Chrome

Alternatively, you could use a boolean variable. Set it to false be default and when the ZombieGirl is killed set it to true and then in the second event check if it’s true. You could then set it back to false if you want to use it again for other objects.