Enemy Patrols: Part 2

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  • CAPX: https://www.sugarsync.com/pf/D6025908_4317202_6996048

    Because my issues are multi-faceted, I've decided to break it up into individual posts, but they're all related.

    Here's the rundown on how the Enemy behavior is SUPPOSED to behave:

    When the AllEnemies family variable is set to...

    1. Normal - The Enemy instances will travel between the PatrolNode object; the directions are determined by the frame number of the object.

    2. Chase - When the Player comes into view of the Enemy line of sight, the Enemy will chase the Player until line of sigh is lost.

    3. Alert - The Enemy will patrol from within a radius from the last known spot the Player was seen. After so much time has elapsed, the Enemy will return to its original patrol route.

    4. Resume - After the Alert phase is over, the Enemy will seek out the PatrolZone it was assigned to at the start of the level, preventing Enemies from congregating in one zone.

    PROBLEM 2

    I'm told by that some of my Event lines need some For Each conditions (he didn't have time to help me see which ones, though). Arima informed me to treat Families (which my Enemy objects exist in) as objects in their own right with each object in the family as an instance. Makes sense. But I'm still lost as to what I need to change.

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  • *help request bump*

  • This looks like the same issue as Part 1, I don't know why this is separate.

  • - Same initial information, but the problem info is different. In this post, it has to deal with where I might need to use the "For Each" event instruction with the AllEnemies family.

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