mend0k's Forum Posts

  • 2 posts
  • Thanks for the help, I got it to work but now I have another issue.

    They seem to be moving(aiming) as a whole instead of individually. What I mean by this is when they chase a sprite down they all end up going to the same pixel(creating the stacked effect). This is problematic because I want them to be surround the unit thus limiting the amount of enemies that can attack a single playerunit. Although when I add the "Solid" behavior only one of the enemysprite moves to the location. I believe this is because they are all aiming for the same specific pixel.

    Is there a way I can work around this? Like have them "react" to if a spot they are trying to move to is occupied then take the next available space?

    EDIT: Basically I want to implement this type of syntax per instance of "enemysprite":

    For each UID of enemysprite; Find path to nearest playerunit

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  • Hello all.

    So I can't figure out how to make a sprite w/ pathfinding choose different targets to follow in a family.

    I have this setup:

    (Family)- PlayerUnits

    --->Sprite1

    (Family)- EnemyUnits

    --->Sprite2

    Afterwards I copied both Sprite1 & 2 multiple times, but when I run the game all the Enemy Sprites(Sprite2) only finds a path to the main/original Sprite1. They only move to the next copy of Sprite1 when the original is destroyed.

    I am basically trying to make AI that resembles those from games like starcraft, where the enemy units just follow the nearest target.

    Any help is much appreciated.

    Thanks

  • 2 posts