99Instances2Go's Forum Posts

  • Set propertie Period Offset to Period/4. So if period is 4, set Offset to 1.

  • Some pick condition.

    x= random(object(0).x,object(1).x)

    Asuming the pickconditon only puts 2 objects in the Selected Objects List.

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  • Yeah. So.

    Halfway following a path, it finds a new path and follows that. This is what you see.

    Use

    condition 'on path found'

    action move along path

    Maybe follow this tut once.

    https://www.scirra.com/tutorials/1118/path-finding

  • managed to that. Can consider him as the specialist.

  • Halfway following a path, it finds a new path and follows that. This is what you see.

    Use

    condition 'on path found'

    action move along path

    Maybe follow this tut once.

    https://www.scirra.com/tutorials/1118/path-finding

  • Here is a way to find solid working paths in tight places & move a player in tight places.

    https://www.dropbox.com/s/m3ypzxx77f436 ... .capx?dl=0

    Need those plugins.

    viewtopic.php?t=68958&start=0

    behavior-moveto_t63156

  • Besides all things nimos pointed out:

    Your player is a solid. Since you have set solids to be obstacles, the player is an obstacle.

    You can not find a path to a position that is inside an obstacle.

    Defining objects (as you do with the walls) as obstacles has no function if you have solids set as obstacle.

    Would you set obstacles to custom and add the walls to the obstacles, then (since they dont move) once (in the on layout startup) is enough. Adding objects to the obstacles must be followed by a 'regenerate obstacle map'.

    I am afraid the grid is to narrow for official pathfinding plugin, afraid it can not find a path that keeps the enemys out the walls.

  • Can we clarify what 'Z order' we talk about ? Z order based on IID or Z order based on Y(x) ?

    Let me try to explain.

    Based on IID. When you copy or clone in the layout. The last one created shows above the others. The same for newly created instances during runtime. The last created one show above the others. It has a higher IID (when picking all) and a higher Zindex.

    (problem could be solved with a fake IID index in a familie variable)

    Based on Y(x). Those objects with a higher Y show above those that have a lower Y. Usaly used for dimetric games.

    (problem could be solved with plugins)

  • That answher is still not near to complete.

    Got to start with the difference between 'system > create' and 'sprite spawn'.

    Create just creates a sprite in a given position with the same angle as the first made instance in the layout.

    Spawn creates a sprite at a given position and aligns the newly made sprite with the angle of the spawing sprite.

    A turret 'spawns'.

    So, using 'system create' you have to Set angle of motion (or the angle) towards a target, using one of the above methods. And you can steer the bullet on its way using same methods.

    Using spawn, you can rotate the spawner towards the target, using one of the above methods. And you can steer the bullet during its way using same methods.

    Right, now i hope it stands.

  • Sprite > Bullet > Set angle of motion to angle(sprite.x,sprite.y,player.x,player.y)

    Every tick if you want it to act as a kinda 'heatseaking' never missing bullet.

    Once while true if you want to shoot at the place where the target is at the moment of shooting.

    With turret, you just can use the predictive aim, this will alter the angle of the turret on the moment of shooting, and it will only work if the target keeps moving in the same direction at the same velocity. (and if the bullet is given the speed as given by the turret behavior)

    If that is what you want. Fire the bullet straight to the place where the target will be in the future. Then indeed the most easy thing to do is use the turret.

    Or calculate where the target will be in the future. With or without the help of this plugin.

  • Pick the bunch of sprites with any condition

    filter with conditoin sprite > Pick top/bottom

  • Ah okay. I did't capture that cooldown. Well. You just need a timer to set that "attack_CD" to 0/1. Do not cooldown the animations. Cooldown the variable with random times.

    https://www.scirra.com/manual/167/timer

    Timers are private like instance variables. So on animation attack end, set "attack_CD" to zero, start a timer with a random time. On timer ... set "attack_CD" to 1.

  • I think you are making it to difficult.

    First. You can not set the mouse to a position, other then the position the player moved the mouse physical to.

    And you should not be able to do that in a 'browser game'.

    That said (and accepted), you can not use the mouse to acces things in the wheel.

    And now it all got a lot more simple. Just as example:

    https://www.dropbox.com/s/fdnydudwf81q3 ... .capx?dl=0

  • Not needed amariscal. I dont think that much of myself.