Hexxiss's Forum Posts

  • So, here's what's going on currently.

    I have enemies that start a game with 100 health on a layout, when their health reaches 0 (after being hit by the player) they then destroy themselves and drop a random item.

    If you load a game and return to the layout, the enemies that are killed return briefly, then die and drop an item (because the game knows to destroy them, because their health should be 0).

    They all have the "No Save" behavior, but still seem to be saving.

    I would just like all of the enemies to return to the layout when the save is loaded.

    Any idea why the "No Save" wouldn't work in this situation, or does anyone have a better way to cause the enemies to reload properly?

    thanks!

  • So, strange thing, I thought it was working, but it doesn't seem to be now.

    I've given the enemies in the layout the "No Save" behavior. Yet, when I load the game they still all destroy themselves.

    They're simply set to destroy when their health reaches 0. Any ideas what would caused the enemies state to still be saved when the game is loaded even though they have the "No Save" behavior?

  • I am so thankful, that that was so easy to do. I'm still new to the whole save game thing, so I didn't realize there was a behavior I could use. Either way, thank you so much!

  • I have a problem with a game after you load it's save file.

    Currently my enemies are set to destroy when their health reaches 0, and drop a random item. Also, all of the enemies are preloaded into the layout.

    However, if you kill an enemy in the layout (or all the enemies for that matter) save your game, and then load it again, when the layout loads the save file - all of the enemies then die again, and drop another random item.

    I'm assuming it's because the save file loads the layout, says "the enemies health is supposed to be 0" which then causes them to die, and respawn the item.

    Is there anyway around this?

    Thanks!

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  • Hey guys!

    I'm hoping someone can tell me how to do this. It seems pretty simple but I can't get it to work right.

    Is there a way to tell the game that essentially if: Object A is above Object B to then move object A to a layer above object B?

    Is there a way to just compare the two values of each of these, and if it's above that object by a certain amount, it can then shift it's layer?

    Any help is greatly appreciated!

  • I currently have larger enemies, that I want to spawn smaller "baby" enemies that are equal to the current enemies health. The problem is, this health is constantly changing as it takes damage. And I want the enemies that are spawned at any given moment, to have their hp equal to this.

    I can't seem to find any examples of this on the forums, does anyone know of a way to check for this value, when the lesser enemies are spawned? And how to give them that value?

  • I have a strange issue, where an object from 1 layout will show up in another. Keep in mind, this object isn't ever spawned or anything like that on any layout. It's simply an environmental asset, that's a bush, with a solid behavior.

    So sometimes, not all the time this bush will show up inside another layout. I have 2 layouts, and outside layout and indoor layout, and this bush is not present AT ALL in the indoor layout. The outside layout also has a number of different assets, trees, bricks etc. However, if I'm outside, and I go inside and to the indoor layout, sometimes this bush will randomly be there.

    Anyone else ever seen anything like this?

  • Is there a way that I can compare 2 different axis on the gamepad, so I can know once the Left Analog stick is within a certain range of X and Y, it will trigger an event?

  • Hey everyone!

    I tried to look up some better ways of doing this, or something that would help me out ,and wasn't able to.

    I've been using Encrypted Cow's tutorial here: https://www.scirra.com/tutorials/583/ea ... g-an-array

    To create an inventory, and I'm using it pretty much exactly as he has it which you can see here:

    However, I don't want to have to right click on an item to get rid of it, etc, I want to be able to use multiple items at once to create a new item.

    For example, the player needs to make a apple pie, but needs pie crust, apples and sugar to do so.

    Say Pie Crust is itemID # 20, Sugar is itemID #15 and Apples are itemID #2 while the actual PIE itself is itemID #3

    Is there a way in events to essentially say if the player has ItemID 20, 15, and 2 that they can then receive the Pie, Item ID #3? And have those 3 items vanish from the inventory, and have only the pie left?

    If anyone can help me understand this a bit better, I'd really appreciate it!

  • Hey guys, I haven't really been able to find anything that fits this on the forums yet.

    Is there a way to have multiple enemies pathfind to random points within a layout, but do it independently of eachother, so they don't pathfind in a group, and just seem to wander around the layout?

    It would also need to be a method that could be easily stopped or disabled when the game is paused without using Timescale.

    I have a method that somewhat works in my project here:

    <img src="https://scontent-a.xx.fbcdn.net/hphotos-frc1/t31/1796740_580370928723004_155760587_o.png" border="0" />

    However, the enemies need to stop immediately when the game is paused. While I can create conditions that break the pathfinding, it isn't until they've arrived at their destination that they finally stop, which doesn't work.

    Any help cracking this would be greatly appreciated!

    Thanks everyone!

  • It's working part of the way. Once the condition is met, and breaks the event to find a path, it does stop. However, while it's on the path, it won't stop until it's reached the destination.

    How would I go about stopping it immediately?

  • That actually makes perfect sense! I think I've been staring at this for entirely too long, and throwing too many different things at it. But I will definitely give that a try! Thank you!

  • I'm currently using this pathfinding in my game:

    <img src="https://scontent-a.xx.fbcdn.net/hphotos-frc1/t31/1796740_580370928723004_155760587_o.png" border="0" />

    However, I'm having a huge issue getting it to stop. Using the "Disable" and "Stop" in the pathfinding behavior doesn't seem to help, and I can't use Timescale to pause the game currently, because of a drop down menu, also disabling the group this is in, doesn't seem to do the trick either.

    Currently, my drop down menu has a boolean attached so the game knows if the menu is active or not.

    Is there anyway to stop this pathfinding completely, when the menu becomes active?

    I need help, big time! Thanks guys!

  • Right now, I'm using a boolean that's attached to a inventory menu to deactivate the player control group and various other groups that I don't want the player to be able to do while the menu is active, and that part of everything works great!

    It deactivates and reactivates the groups as they should.

    However, I have an enemy that uses pathfinding in it's own group (even in the same event sheet) and when I tell the boolean for the menu to deactivate this group, the enemies still move, and the pathfinding is obviously still working.

    Timescale won't work, because then you won't be able to use the menu currently.

    Is there another way, that I'm possibly missing to deactivate enemy pathfinding and reactivate it or another way to use Timescale to affect enemy pathfinding, while still allowing me to use the inventory menu?

  • Right now, I have all of my enemies "wandering" by traveling to a randomly spawned node on the layout currently.

    However, whenever an enemy is moving up, left, right or down I want their animations to change, so they change direction.

    However, with pathfinding currently, I'm having a really hard time knowing how to create an event to change the animations for it currently.

    It current looks like this:

    Pathfinding Screenshot

    Any help is always greatly appreciated!