Prayd21's Forum Posts

  • 10 posts
  • How do I tell a pathfinding sprite to find a path to an object. Ive tried setting the action "find path to X:object.x, Y:object.y" and then set the unit to move along path once path is found but it does nothing. I set another action for the pathfinding object to flash if it fails to find path just to see if that is what is happening but it doesnt even flash making me think it isnt even initiating the find path command. There is a start event for the sprite to "find path to X:object.x, Y:object.y" which is once its health instance variable reaches a certain value (3) and once i launch the game and get that sprites health variable to 3 it does not move to the object.x, object.y. Any ideas?

  • Is there a forum for feature requests or maybe an email address? I would like to request a "set turret accuracy" action under the turret settings in order to change the chance a turret sends a bullet object directly at a target instead of perfectly targeting the target every time. I would also like to request a "find path to object" under the pathfinding settings.

  • First, are you applying this to an action game or a turn based game? i.e. will there be live game movements to consider?

    Are you talking about the physical act of shooting and missing? i.e animating a bullet and as it travels start to make its accuracy falter? Or do you mean just calculations? If it's just calculations you completely control that with your design.

    Arrays have nothing to do with that really, except a way to loop through data. Seems like you are talking about design.

    Just calculations. Essentially a real time xcom instead of turn based BUT moving objects should not be considered since the units stay still when firing. Instances that would effect the chance of successfully hitting a target would be cover, weapon, and distance. I know this must be very complex so even guiding me on where to start to learn how to begin such a process would be immensly helpful. Its possible it may be easier than I think for someone with advanced understanding of the capabilities of C2. I was considering creating "safe zone" sprites which would simply be invisible squares that would be placed behind "cover" sprites and having an event that would go something like "When unit is colliding with object "safe zone" object "bullet" has 30% chance of hitting target. Or maybe creating a series of % chances that the bullet can hit the target and initiating these depending on the "safe zone" the unit is colliding with. The problem is, I dont know if that is even possible in C2 and if it is, then what section of the tutorial do I start looking into. Im more than willing to put in the time to research this but I dont know where to begin. Thanks for the response.

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  • This is probably has a solution beyond my current comprehension of C2 but I would like to know is it possible to create a "chance of hitting target based on certain conditions" style game in C2. Xcom EU is a perfect example where you have a player unit targeting an enemy unit and depending on the distance, weapon, and cover of target, a percent chance of hitting the target is calculated and shown. If so, could someone point me in the right direction of the C2 manual or maybe a tutorial or keyword I should start searching to begin grasping this concept? Im assuming if this is possible that "arrays" would play a large part so Ill start there but a little guidance would be greatly appreciated.

    Thanks in advance.

  • Sample capx would make it a lot easier.. but if you have an event to check line of sight (inverted) and then disable turrent behaviour.. it should work I would've thought. I have a combination of LOS and turret behaviour and it works ok. What is your LOS cone of view?

    Lol, there I was thinking "man it would be so great if they had a simple way to invert a condition". Didnt even know about the invert option till now, thanks so much you just helped me clean a lot of unnecessary code! + rep again good sir! (let me know if there is some actual way to give + reputation that I dont know of other than the meaningless form of typing it).

  • My units shoot their targets once in range whether there is a solid object blocking LOS (line of sight) or not. Is the turret behavior not integrated with the solid behavior.

    What I want is a unit that has LOS to shoot/look at the target (which I already achieved) and stop shooting/looking at the target when LOS is broken (need to implement).

    Ive already tried implementing it by setting the turret behavior disabled at start and enabled only when LOS is achieved with target. The LOS behavior is set to "obstructions: solids" and Ive already double checked all of the sprites that I want to block the characters' visions are set to solid behavior. Ive also tried looking this up on the forums because I thought it might be a common issue for a lot of people doing a top down game but I cant find anything relevant.

    Thanks for any help.

  • Yes that should be a simple change.

    It worked perfectly, thanks so much. +rep

  • Does the attached capx help at all?

    That is closer to what I want, but can it be done using a method where the player actually selects one of the units and then chooses the target using "mouse.x, mouse.y" or "touch.x, touch.y".

  • You can stop individual objects from pathfinding. Perhaps you're picking all of your characters instead of just the one you want to stop. Or am I misunderstanding?

    I have 3 units and want to be able to select them individually to move using the pathfinding behavior. I have followed the advice of the tutorial I described above but that tut is for objects using the 8 direction movement which has a preprogrammed "start ignoring 8 directional movement" and "stop ignoring 8 directional movement" and for some reason the pathfinding behavior does not have the same ignore option.

  • This tutorial shows how to select characters to move individually via 8 directional movement, I would like to know how to do the same thing with pathfinding instead of 8 direction movement. Would it require the devs to implement a "start ignoring pathfinding" and "stop ignoring pathfinding" action? I tried using the "stop pathfinging" action which only caused all units to not move at all. Maybe there is a creative alternative Im not considering? Any help would be so appreciated.-Jay

    (Just realized I dont have the reputation to post URLs so if anyone is interested, googling "construct 2 switching characters" will bring the link up as the first option in the search engine.)

  • 10 posts