TheWindmiller's Forum Posts

  • Quick question

    I have an object with several frames in it's default animation. In reality i use it as a static non-animated object, I just use different initial frames for level design purposes. The things is, when I run the game all the sprites revert (or should i say, the animation plays one time to the end and back to the first frame) before my eyes to the first frame of the animation. Is there a way, without bringing events into the mix, to keep the initial frame i set on the object stay put when i run the game?

    Cheers guys. Below is the editor view vs the runtime view.

    https://www.dropbox.com/s/ywnfdfpaet6p60h/frameissue.png?dl=0

  • Hey guyss

    Is there any way to move an object using the pathfinder while at the same time this object serves as an obstacle to other pathfinding objects itself?

    When i try to do it does not move.

    Is enableling/disableling the Solid behaviour the only way?

    Cheers

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  • Damn, should have thought about that! Hey Thanks a mil! This will def do the trick

  • Ok, this seems harder than it should be, so I'm probably missing something basic. Long story short, the functionallity I need can be described as such:

    I use the mouse button clicked, and then a set FX param lerp condition. How do I make the lerp go all the way from the a value to the b value by the c ( the percentage) on every tick and not just do it once?

    I tried doing a function which is called on every tick but I suspect I have to update the (a) value every time I call it and there has to be an easier way.

    Thanks

    Cheers!

  • Hey, thanks. Works like a charm.

  • No, I was asking on how to get the angle of movement, not the angle at which the sprite is oriented but I found a work around, by using a sprite object I rotate and use for info, without rotating the sprite i see. It got the job done. Thanks for answering!

    Cheers!

  • Hey guys

    I'm poking with the Custom Movement behavior but I cant make it take sharp turns...there's this lag in taking turns...like physics...can't find the right word... the thing is I can't make it take sharp turns. Any hints?

    Cheers!

    P.S.

    Better yet, I have a perfect movement system with lerp set position, but I can't detect an angle of movement (the movement is done without rotating the sprite)....if I can get the angle of movement somehow....

  • Thanks man, yet again. , This should do the trick.

    To answer your question, another object goes around and spawns Nodes upon colliding with certain objects and fills the Owner var. The ideas is that the Unit object happily waits for a node object to be spawned with the node's owner var corresponding to the Unit's name var, and then should start doing stuff with the nodes within that context...and because there are several unit objects which follow different nodes, it was important to pick the correct unit based on the owner var. So yeah, this should def get the job done. Thanks again.

    Cheers!

  • No, it exists in the layout.

  • Heya fellas!

    My quest on getting the handle of this fine software continues. I have a seemingly trivial matter I can't seem to resolve.

    I create these Node Objects and I want upon creating every Node Object to set the position of a specific Unit object to the Node object that was just created. For the task at hand the Unit has a Name var and the Node has a Owner var which he gets through other means but that's not important right now. The var is set to the proper value - that much i'm certain.

    Now, what comes to my mind is that with a On Created condition, all actions and sub conditions should take the context of the object that was just created in amy comparisson whatsoever. But this does not seem to be the case. Please take a look and point out what im doing wrong. Much appreciated.

    CHeers!

  • Er...sure, thanks I guess. Much appreciated.

    Cheers

  • Ok, so i guess i get your idea, i find a new path on every tile passed which does work. The path is no longer awkward, thanks! Still, the unresponsiveness is an issue...why doesn't it respond to mouse clicks as well when obstacles are present...

  • I don't get it. This tut is for stuff after the guy has arrived at the end of his Path, my issues are that I don't detect every click to find a new path when there are solids on the map, and that the pathfinder sometimes chooses to act awkwardly.

  • Hey, sorry for delay, had to get back home so I can muster up a quick example project.

    dropbox.com/s/ahqhj1dv3mrj444/PathfinderIssue.capx

    Don't mind the snapping at the end of the path that sometimes snaps to the wrong tile object.

    To get an idea of my issue, please click around on the green tiles and get a feel of two things:

    a) that not every click responds - actually every other does

    b) click longer destinations and see that sometimes the pathfinder decides on some pretty weird paths while it doesn't even go close to the sole obstacle in the middle

    After you try this, just delete the instance of the obstacle object and try the same again to see how much more fluid and responsive it is.

    I've tried this on at least three different machines and it acts the same - albeit all of them were on Chrome.

    Any help or insight would be hugely appreciated, thanks in advance!

    CHeers!

  • Hi guys.

    I'm having this very odd issue with the pathfinder behaviour and its breaking my balls.

    First to mention: I have rotation disabled and a very fast rotation speed set despite that so the lag which is normally filled by rotating the sprite is minimal - I am aware of that bug so the problem does not concern it.

    So here's the thing, I have a layout set up, pathfinder works works great, goes where it has to, always finds shortest route, its fast enough. But then I add an object with the Solid behavior, only one, and the pathfinder freaks out. Several things begin to happen.

    a) every time I try to send the pathfinder object someplace, I have to click twice with the mouse, as the first time nothing happnes (almost every time),...and I'm not talking about delay, just nothing happens (mind you this happens only after I've introduced an object which the pathfinder has to aknowledge - and it is small and the pathfinder cell size is small enough)

    b) the path is veeery chaotic...sometimes it goes in the right direction...slows down, accelerates again, sometimes it would make very odd curves as if going arround some invisible object...and there is nothing there Im certain.

    c) it generally starts to feel buggy, now, I've tried out the pathfinder demo that goes with construct and there it works fine,...I can't put my finger on what im doing wrong. If someone has experienced something of the sort, I would immensly apprciate you sharing how you fixed this.

    Cheers!