Sargas's Forum Posts

  • this smells an awful lot like 0 attempts at reading any sort of documentation...

  • Also, try to make it so it "adds 1" instead of manually adding one for each number. will be literally 10 times shorter =)

    Besides, that way it can't accidentally trigger twice.

  • Yey, thanks Kosiam!

    Your way of doing it is pretty much what I imagined it should look like :D

    It was really clever to use the variable for locating the X's.

    With that I was able to set and use a Y value as well ^^

    About the problem when all 4 are the same... I've done a ton of capx where even when there is no instance left; I can Create a new one. Heck, my main project does this without any trouble -_-

    There must be something else causing this problem. (Although having +1 around does solve it D: i'm confused xD)

  • arrays are hard -_-

    still can't solve this

  • I'm trying to make an object "store" other objects, for which I'm using an array.

    So far it works, objects come in and out. But I have a couple problems with it =/

        1st, I wanna store a 2nd value with each object (in this case HP) and i don't know how to set or call for the Y of the X the stored objects are using. Maybe i'm doing it all wrong.

    The way I made it, is that each objects uses the "push front" action. maybe I need to check for unused spots or something D:

        And 2nd; for some reason that's making me wanna kill myself; when the 4 stored objects are the same type, it just doesn't work =(

    My CAPX

  • Try this, i was struggling with the same problem =)

    Push Out

    hope it helps. i think it's as best as you'll get without an external plug in.

    (also, check the RTS template example, It has a way to make objects maintain formation, which would make this look better)

  • The habit to save by muscle memory is a must when one works with software.

  • ramones

    I can't thank you enough man!!!

    btw, you've helped me like 20 times over the past year xD love you =P

    PD: i usually have trouble with the logic order of events -___-

  • Still haven't found out why this isn't working =/

  • So first you need do determine what the win conditions is (points earned, time passed, whatever you want)

    maybe add 1 to variable when the player triggers an on collision with the tests. and for each level you set this number. so when "tests collided = tests needed for level" a variable must be changed. (set WIN to 1)

    when the variable has been changed, then you trigger the Win (and wathever you want to happen then)

    at the start of each new level, WIN must be set back to 0.

  • CAPX

    I have this capx in which the objects measure the distance between them and node 0 and then the distance between all nodes, and add those up to an instance value called "distance".

    I'm trying to make the one with the lowest distance value trigger the "move along path". But every instance is moving D:

    Some help would be really apreciated <img src="smileys/smiley9.gif" border="0" align="middle">

  • Remember game seconds are affected by framerate, that's what dt are for :D

  • maybe a capx is needed, but from the top of my head:

    every obstacle you want needs to A) have the solid behavior, or B) be manually added to the custom obstacles for the object with path finding. (in any case select the proper obstacle type in the behavior properties)

    Also, obstacles are not updated unless you "regenerate obstacle map".

    To avoid over saturation, I recommend regenerating the obstacle map only when needed. Like in the same event that finds the path, though you need to make sure the "regenerate obstacle map" action is above the "find path" action.

    Hopefully is a simple problem like this ^^

  • haha, yeah, I had noticed that xD

    and I think I got it right now.

    fixed

    <img src="https://dl.dropboxusercontent.com/u/20613220/Captura.PNG" border="0">

    what i need was to only count the segments between nodes, plus the segment between object and node 0

    however i don't have the slightest idea why the "pick lowest" condition is picking both instances... the manual said that even if 2 instances had the same value, would pick only one anyway...

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  • Well... I kind of need the game to calculate each path on real time... Can't see how's a problem to use the path-finding behavior as intended -_-

    And as of the objects as pin-points. would leave me in the exact same spot, since what i'm having problem with is how to input the logic.

    I know construct can calculate the distance between two points. And I know I can repeat this calculations times the number of nodes. However, i don't know how to tell the program to do it the way i want it to do it =(