jeebroniz's Forum Posts

  • yeah im having trouble, alot of the time my guys walking around wont go all the way to their target it is weird.

    how do all of you do it, what pathfinding stuff do are you using??

    and how do you combine attacking with pathfinding? im confuse.

  • how do path on the map between 2 sprites, or even 2 instances of the same sprite?

  • i know what you mean, you have to manually create one and its bad. im hoping someone knows a way

  • hey rexrainbow, is it true you have pathfinding extensions? I hear someone said you had some pathfinding plugins but I guess they mean the platform move to ones? i am looking for alternatives to the built in pathfinding that comes with construct 2. sorry for off topic

  • anyone know any good path finding or AI examples ? I cant even know how to approach this problem. I want the little game dudes to know

    1. what obstacles are

    2. know what a path from a place is to another place and avoid any dynamically spawned objects

    3. know when a path has nothing in it or around it

    4. know how to place a path to a higher priority over another path based on variable decisions (such as the path is filled with danger variables and arbitrary cost)

    Ive barely understood most pathing formula, it involves using a.... x and y based grid? stored in arrays? my brain literally cannot function on this stuff.

    basically i dont know how to manipulate AI into registering their virtual environment from the base level. im watching tons of youtube videos but its not helping me too much without some direct noob 0000000001 construct 2 or similar material since im not a prgrammer to begin with (apparently in real languages it involves creating shit tons of lists and logging each objects positional data)

    how did some of you start when learning about AI and path finding?

  • apparently they are

    [quote:166hi2qv]Unnecessary 'For-each' loops

    The System For-each looping condition is useful in lots of circumstances, but it is often used where it makes no difference. Going back to How Events Work, conditions are tested for each instance, and then actions are run for each instance that met the event's conditions. As that sentence suggests, the Construct 2 engine already has built-in for-each loops to help events run as you expect. For example, consider the following event:

    An ordinary event in Construct 2

    Construct 2 already runs the event like this: for each monster that is hunting, set the angle towards the player's position. However we often see events that look like this:

    An example of a redundant for each loop

    In this case the use of the system For each loop is redundant. It shows a misunderstanding of how Construct 2 events already work. It does not change the meaning of the event at all - the engine was already doing that. Again, there are two disadvantages to this kind of event: mainly that it is confusing to include events that have no effect, but also performance is a bigger concern in this case. The engine's own for-each loop happens directly at the javascript level, and is fast; for-each loops happening at the event level involve the overhead of the event engine, which while we've worked hard to optimise, should be avoided if unnecessary.

    https[br]://www.scirra[br].com[br]/blog/141/common-mis-used-events-and-gotchas

    maybe im wrong but this is what Ashley wrote I assumed it meant the events run using javascript or something.

  • how do you force a rotation to a point with this behavior?? ive got overlapping parts all joined together using the physics joints someone posted in this thread but when rotating using built in behavior some of my parts start spazzing out since i guess they need to rotate naturally through physics?

    any help would be appreciated

  • strange it did as you said because I can make it a command but not loop through it at the start without for each

  • my question is are On Function calls running the normal built in javascript for each loops like written in the blog for performance fixes? i was told every time you have stuff like this

    On function initCreate

    Repeat 1 times

    Object1 Boolone is true

    Object1 BoolTwo is false

    create this and do stuff with it

    it would run automatic for each loops from built in javascript object scoping.. it doesnt seem to be doing it. or atleast not with create events I had to add a For Each Object1 to the times it repeats for it to work

  • Object A is a distance between object C if object B is in between do something else.

    how do I check this in 360 degrees?

  • jeebroniz here's what rojo said about the joint part of your question:

    [quote:b72y9s4y]According to the chipmunk forums the way to join two objects together is with two joints. A pivot and a gear joint. I apologize fo the seeminly complicated formula used for the phase of the gear joint. It's the signed angle difference between the two object angles. angle(0,0,cos(a-b),sin(a-b))

    This is the capx he posted:

    The easy way to disable collisions between the two objects while still keeping their physics collisions with other objects active is to set their collision group property to the same non-zero value.

    wow man thanks a ton! , i totally forgot about the obviouys X and Y joint I had used previously to get more rigid hinges..

    now i wonder how most people approach AI using a physics enabled environment?

  • help helP!!! i cant figure out how to stick to seperate sprites to each other when they both have physics enabled?? like a helmet on a head stuck, both sharing same rotation an angle? Simple but theres no way and not sure what joint to use.... should i make objects like that immovable and simply set the angle? but what if i need to to interact with normal collisions also? whats the physics way to do it???

  • wow thx, I hope theere are more ways out ther ebut this is a start!!!1

  • so I could tell expensive wvents to shut down if its too high?

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  • There are path finding behaviours. But the AI is normally programmed in Events.

    Hmm, I wonder if anyone knows the common way to go about this in Construct 2