Flatlyn's Forum Posts

  • 4 posts
  • I'm not sure that's the issue as the Walls are fixed objects (placed as part of the layout, not dynamically) and the minions don't try to Pathfind until the users spawns them, and I've tried waiting a bit before spawning but it doesn't seem to make a difference.

    I'm not sure what you mean by calling Start Of Layout then creating the walls there as the walls are pre-placed objects so positioning them would be a pain to do hardcoded.

  • It does work now. Turns out I had;

    Bullet On Collision With Minions > MinionA subtract bullet.damage from health.

    and had forgot to change it.

  • I'm having some issues switching between layouts.

    Currently I've built a TestMap layout that uses a simple map with Wall objects and has Minions move through the map using Pathfinding, adding the Walls object as a Obstacle before generating the path. This works great.

    I then created a second layout to work as a intro screen for the map. Essentially it has a text area with some blurb and then a start button the uses System > Go To Layout TestMap to load the map. Again this works as it should however now when the TestMap is loaded the minions ignore the Walls as Obstacles.

    Nothing has been changed in TestMap and it still works if set to be the first loaded Layout or if run directly from Construct.

    I can't post the CAPX file just now due to it being an active development project, however if a demo is needed I can create a new project to replicate the problem and post that.

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  • I've got a simple dynamic working when AI objects shoot at the player objects. The player can potential have more than one object so I've grouped all player characters into a family called "minions".

    My problem comes when a bullet hits a minion. The event is

    Bullet On Collision With Minions > Minions subtract bullet.damage from health.

    The only problem is that when a bullet hits a minion it subtracts health from all minions on the map. I could create a event for the bullet colliding with each minion but that seems wasteful and not very efficient.

  • 4 posts