Mogador's Forum Posts

  • Hello,

    It seems I need your help again ^^

    There is something I don't understand in this example : https://www.dropbox.com/s/yqna70ofmlg0h ... .capx?dl=0

    When I try to add new obstacles on the way of Zombies ans Civilians, I use Add Obstacle and Regenerate Around.

    So can you explain to me WHY, when I add the obstacle PoliceBlockade (line 30), I just can't make it a pathfind obstacle... unless one Policeman (line 70) dies ??

    I don't see the link between policemen and obstacles in this script. If I put Policemen out of the layout, PoliceBlockade will never become an obstacle.

    And that's the same for the object "District".

    Do you see why ?

    thank you for your help <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Mogador

  • Any idea, anyone ?

  • Yep,

    The object "District" has the Behavior Solid enabled from the start, but it does not make it an obstacles in my script

    This is another problem

    Mogador

  • Hello,

    There is something I don't understand in this example : https://www.dropbox.com/s/yqna70ofmlg0h ... .capx?dl=0

    My "Civilians" and "Zombies" move thanks to the Pathfind Behavior.

    And when I try to add new obstacles on their way, I use Add Obstacle and Regenerate Around.

    So can anybody explains to me WHY, when I add the obstacle PoliceBlockade (line 30), I just can't make it a pathfind obstacle... unless one Policeman (line 70) dies ??

    I don't see the link between policemen and obstacles in this script. If I put Policemen out of the layout, PoliceBlockade will never become an obstacle.

    And that's the same for the object "District".

    To see pathfind obstacles, you can display debu by pressing R.

    thank you for your help <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Mogador

  • Thanks again

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  • Hello

    As I'm working on my project I can see a bug on the pathfind system you helped me to set : the game freezes if a civilian is trapped in a "diagonal street" (while it does not freeze if this civilian is trapped in a "straight street").

    Can you understand why ?

    https://www.dropbox.com/s/ddz6v5m0273uq ... .capx?dl=0

  • Yes, I've also noticed this debug. It will be useful, thanks again

  • Thank you very much, it helps a lot to understand how it is supposed to work

    I see that you made a timer called "follow", but I am not sure what it was made for ?

  • Thanks for your advice. I tried to put it that way but it seems I got it wrong as they keep ignoring ZombieAreas

    Can you tell me where I made mistakes ?

    dropbox.com/s/gf3re5wgm135ays/PIB_v3.capx

  • Hello,

    I am using the Ghostshooter tutorial to make some tests about a game with zombie hunting innocent civilians .

    I am using the Pathfind behavior and, when a zombie approach a civilian, I make the civilian run to an EscapePoint far from the zombie.

    BUT I want to civilian to do so... while avoiding the zombie, even if it's on the way to the furthest EscapePoint.

    So :

    1- I create ZombieArea around a zombie

    2- I make it solid

    3- I regenerate pathfinding obstacle around ZombieArea

    4- I make the civilian find path to the furthest EscapePoint

    5- I disable solid in the ZombieArea

    ... but it does not work at all, and the civilians keep on running into the ZombieArea... and the Zombie itself

    Can you see what's wrong with my system ?

    The capix is here : dropbox.com/s/lc0wc8ginccrbb5/PIB_v2b.capx

  • Thank you very much

  • Hello,

    I have a very simple question : I am making a game with many monsters, each of them as a health bar. Each monster is a different object (they are all different). Of course, these bars will evolve differently, according to the amount of damage taken by each monster.

    What is the best way to do so ?

    I can spawn a Bar by "spawn another object" from my Monsters Family, but then ALL the bars will decrease if ONE monster takes damage.

    I could create a different bar for each monster, but as I have many monsters I am sure there is a better way to do so. What would you advise me to do ?

    Regards,

    Mogador

  • Hello,

    I have a problem : there are spaces between my hexes and I would like to reduce it. I thought I could change Width an Height in HexTx properties, but it seems to have no effect (the spaces are the same wathever values I put in). Is it a bug ? Or am I wrong somewhere ?

    Regards,

    EDIT : mmh it seems I cannot post my Capx file here to show you, is there any another way to send it to you ?

  • Thanks a lot RexRainbow

    Once I have imported the tiled map, I suppose I can use your layout2board plugin with my hex map ?

  • Does this importer work with hexagonal maps made with Tiled ?