LorenzoZoil's Forum Posts

  • Ok thanks for the help! The pathfinding sounds like it could work will try that :)

  • I said the solids are working for stopping things from passing through, but that's a separate matter. Yes, the problem is the LOS and that the enemy cant see the player behind the solids. I want the enemy to see what's behind the solids but to not walk through them whilst LOS is active. I want the enemy to follow what's hidden behind these solids but to travel around them.

    The enemies pathfinding has nothing to do with chasing the player, only when LOS is lost will the enemy go back to its initial path.

    When the obstacles are solid (in LOS panel), the enemy stops and turns around as he loses sight. I dont want this.

    When the obstacles are custom, the enemy walks through the obstacles as he chases the player. I also dont want this.

    I want the enemy to, when approaching the obstacles on persuing the player,take a different route around the obstacles instead of stopping and returning to initial position.

    The vehicle objects the player 'runs behind', aren't to look tall enough to hide the player, hence why the enemy should still be able to see him and pursue him.

  • I meant the obstacles are solid but I set the LOS for the enemy sprite to Obstacles: Custom in the properties panel (image link below).

    ibb.co/tb8NR3y

    The enemies still walk over these solid obstacles as if they weren't there and I need the enemies to walk around them whilst pursuing the player, not through them.

  • Because they're not solid anymore, theyre custom. They're no longer classed as solids and the sprites just walk through. Also the enemy isnt using pathfinder to chase the player, it's used to set the enemies movement before it sees the player through LOS. Is there a way around this problem?

    screenshot of my enemy events: ibb.co/P1R2ckd

  • When I switch them to custom, the obstacles arent stopping sprites from walking through them since they're not solid anymore. Is there a way for the enemies to walk around the obstacles whilst chasing the player, and for the obstacles to remain solid?

  • In this rpg game my player has a choice to travel up and around vehicle objects to get away from the enemy. However the vehicle objects each have a solid box on top of them to stop sprites passing through (works a treat), and unfortunately it stops sprites from seeing whats behind (greater y axis in this case) the cars.

    Is there anyway to bypass this and somehow have the enemies walking around the boxes, instead of them just stopping and returning to their paths as soon as the player runs behind them?

    I have included an image in this link: ibb.co/dBrmL3p

  • Brilliant will give it a go! Thanks

  • ibb.co/W6mhyqw

  • I had set up coding for the players 8 direction movement and the enemies 8 dir movement, but it isn't working when I run the game. I had done this using variables.

    I have included a screenshot below and also a link to the demo to download in case anyone fancies tweeking it slightly (That would be incredibly helpful!).

    I was following a a tutorial so I'm very surprised it's not working. Please help!

    Mediafire link to demo: mediafire.com/file/bgsaryv83qrdzmf/help.c3p/file

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  • I have a tile map and I want my player to draw enemies who have line of sight to stop moving in their paths and follow him. If my player was to trigger a teleport object and then be sent to a different part of the layout, could the NPCs and enemies follow him through the door after hes already been repositioned across the tilemap? A bit like a foot chase.

    Also once out of sight with player after teleport, could the enemy AI return to their original paths via the teleport object, avoiding walls and boundaries?

    This is on one layout.

    Tagged:

  • Thanks

  • I was wondering if you can 'teleport' sprites to different points of the layout, whether it's the player or NPCs after they trigger walking through a door of some kind. Also can path finder be used with this?

  • Ok thanks

  • When in the event sheet, I can't seem to 'pin pin to object' - 'position only', it takes me to this:

    Pin to

    X

    Y

    Angle

    Width

    Height

    Z evaluation

    What are these? Must be from the update. Is there a way to get the basic pin pin back?

    Tagged:

  • The player and directions sprites only seem to work when they're both simulated. I've tried the states but I must be missing something because when I press the attack button 'Z', the player freezes and the 8 dir movement jams. Its as if something is still running.