raptor0723's Forum Posts

  • 14 posts
  • Problem Description

    8Direction adds a small Y-Vector positive movement(down) when going left at maximum speed. I thought that this is happening because of the smooth turning from other directions but this is applied even when the object continues its left-side route.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/686 ... k_bug.capx

    Description of Capx

    In the capx there is a tank with an 8 Direction control scheme, using only 4 directions and with "Set angle: off". It has 4 looped animations (besides Default) for each of the directions(left, right, up and down) of movement 2 frames each. Animations are switched according to its Vector X and Vector Y readings, as it can be seen in the events.

    Also the last event one causes the tank to spawn red particles when the bug appears (when the Left key is pressed AND Y Vector is greater then 0).

    Steps to Reproduce Bug

    • Step 1: Run the capx
    • Step 2: Press left arrow and wait for the tank to accelerate to maximum speed

    Observed Result

    Tank changes its animation to left-moving once the it starts to move left, but when reaching its maximum speed frame changes to down-moving, because its Vector Y becomes greater then 0 with no apparent reason.

    Expected Result

    Tank Y Vector should not react to the left/right movements.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7 Home Edition SP1

    Construct 2 Version ID

    Release 178 (64bit)

  • Just a little ping for this thread. It is still an issue.

    A simple .capx of it:

    dl.dropboxusercontent.com/u/68649813/turret_bug.capx

  • Link to .capx file (required!):

        https://dl.dropboxusercontent.com/u/68649813/turret_acquire_target_bug.capx

    Steps to reproduce:

    1. Open project

    2. Run the project

    3. Click on the green cube which is note the fired-on one(the bottom one).

    Observed result:

    Turrets keep targeting and firing on the top cube.

    Expected result:

    Turrets should fire on the clicked cube.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7, Service Pack 1

    Construct 2 version:

    r139

  • UP

    I've got kind of the same problem.

    I have a project, where all the units are in the family(UNITS) but got a variable "Side"(1 or 2) to different Allies from Foes. Family(UNITS) got a family turret behavior.

    What am i trying to do is on creation of any instance from UNITS family it is given the different target to the turret behavior based on the Side variable.

    So when UNITS was created and Side = 1, add one type of targets to it

    When unit with side = 2 was created, add another object to the targets.

    In result it adds the target of the last created unit to ALL of the UNITS instances in game. So on creation of the Side = 1 unit, all of the UNITS, both sides are given the target meant for only the side = 1 units.

    I even try to use "Pick by comparison" condition to pick only units with set side, but the result was the same.

  • I just wanted to ask any of active c2 developers to make some all in one behavior for a different weapons to use in some different kinds of projects.

    This was a nice one:

    scirra.com/forum/behavior-jj-weapon_topic46473_page1.html

    but it has some issues and i wanted to ask its author to add some features, but he was last seen 2 years ago and i guess he is not coming back(sadly).

    One of its biggest strengths is the built in reload system(reproducing which for multiple instances lately in one strategy project i've meet some troubles).

    Issues of the behavior mentioned (besides errors it is frequently giving) is that it some of its actions are aimed at single user instance(for example, if i want to make an RTS and will add this behavior to more than one instance they will shoot all together once one of them will open fire).

    But it would be quite nice for it to be used within families and for any amount of instances which could be calculated individually(every unit fires, reloads etc. for his own).

    More than that i wanted to ask to add features like

    • "Spread" option, which would add an angular randomization to firing bullets.

    I.e. spread 10 would set angle randomization to each bullet on fire in range of 10 degrees(from +5 to -5 from the actual angle).

    • Number of bullets fired with each shot

    Optional

    • Setup - for weapons that need some time to prepare the fire
    • Burst fire option w/ number of shots fired - simulates defined-length bursts fire.

    I am aware that all this can be made with the standard C2 tools, but it would be real nice to have all the things designers would need connected with shooting in one place. C2 got a standard turret, car, platform behaviors, i think that this weapon behavior would be well meet and widely used.

    Thank you in advance!

  • Good Day!

    I would like to leave a suggestion for a new turret behavior in v116.

    I remember the last turret had an 'Arc' option as well as a list of a very handy conditions like checking if the object is currently within the firing arc(but not necessarily within range) or within the range(not mentioning the arc), and same for the point.

    I think that was pretty useful things there and want to suggest adding them)

    Thanks in advance)

  • Hm...

    But how exactly can i load data from the external file?

  • Hm... could you make it not to move to the position of the pinned object when enabling "Pin by distance" but to keep its offset? And same for the angle.

    JohnJ made it here, but his behavior didn't had such a marvelous option to return pinned object UID <img src="smileys/smiley2.gif" border="0" align="middle">

  • It is very useful indeed and already helped me alot)

    Thank you)

    Although i wanted you to ask, if it would be possible to add some options to this behavior, like pin only by angle(don't follow pinned object's position) and distance(follow to position but the angle)?

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  • Well, thank you for your time and advice, i've fought with this issue whole day today, but none helped.

    And then i decided to make this a little bit different. I used this marvelous begavior by Pode, pinned with it a half circle sprite in front of each troop and stopping them by UID every time the sprite overlaps an ally.

    That's all)

    <img src="http://dl.dropbox.com/u/68649813/r1/s1.png" border="0">

  • It's in the main post.

    Thank you in advance for your time)

  • up(

  • Can anybody help?(

    Is there an error or is it a bug?

  • I'm working on some sort of vertical rts project. You spawn npc, they go in the straight line onto the opponents base and shoot targets in its path. Npcs on one lane must hold some distance between each other so i made some events, that solves this...for one side... as all other mechanics like shooting, turning etc., i've just inverted this to make the same thing for other side, and it just wont work! Why? Events are exactly the same as all the sprites and options, just conditions and events where inverted(friends to enemies).

    Please help(

    <img src="http://dl.dropbox.com/u/68649813/r1/help1%28.png" border="0">

    "Movement" works fine, the problem is with "Movement2". And not with all of it, only with the 8 string, the one that must stop npc when there is an ally in front of it.

    Mouse over addition was made to check distances, in "Movement" it shows correct, in "Movement2" - 0.

    Sprite6 spawning was made also for checking, when conditions are true, in "Movement2" they are always true <img src="smileys/smiley5.gif" border="0" align="middle">

    The project itself(capx)

  • 14 posts