WRS's Forum Posts

  • I found an incomprehensible pattern.

    I can not understand what it is connected with in this layout. Maybe you can help me figure it out.

    in 1 line (at the start of the layout) we destroy the FoodPile object

    So here. If this object is not destroyed, then the ants measure in place.

    Even if we turn off the scripts with FoodPile everywhere and we’re not going to use it, (but at the same time, we’ll leave it in line 1), all ants will move normally.

    How is the destruction of the object FoofPile at the start of the layout with the movement of ants? Considering the fact that we do not refer more to FoodPile anywhere.

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  • Pumped up the translation))) Thank you very much)

  • Thanks a lot, now I see what my mistake was. You rescued me! 1000 thanks again !!!!!!

  • Yes, I do not use the search path, I have my own system of movement.

    The problem is that I get an angle, that is, I see that he stumbles, say, at an angle of 35 degrees and plus him 25 degrees so that he comes out, but often he just gets stuck and starts spinning in the wall.

  • I can not understand how the behavior of SOLID. I thought that if the behavior of the wall is solid, then the object say the enemy should not go on it. How to make so that enemies would not pass through walls?

    What condition should be so that they bounce off the walls (for example, just like when using bullet behavior)

    I can not turn the enemy at some angle, since I do not know exactly how angle he faces the wall.

    Whatever I do, if the corridor is narrow, and there are many enemies, they simply overlap the walls.

    zombie.Angle + 90 if I put expressions like this. Then the enemy just starts spinning in the wall

    I need him in a narrow corridor to go along the wall if you oppose her.

    How to make so that the enemy was walking in the length of the wall?

  • I did so. Again, something is wrong?

    1. When taurel with the help of LOS sees the enemy

    2. Taurel set the target enemy + spawn bullet

    So the same does not work

  • I am unfortunately very far from programming, and as you described this next level, I have not yet been reached.

    Could you share the project? Or show an example of what variables, how to set them up? I am stuck in my project at this moment if I use the functions to find the path, then the system hangs already for 500 copies, and this is only a simplest way search.

    I really need your decision, because I myself can not figure out how to generate such behavior of my enemies and despite the fact that they then all gather at the point that you are pressing ... This is just awesome.

    Here is my mail boss.onegk@ya.ru I would be grateful to you all if you would help me solve this problem.

  • Taurel shoots through the walls. How to be?

    Already there was a topic but could not find an answer.

    The guns are worth the behavior of the taurel, the problem is that she ignores the hard walls and shoots through them.

    I added the "Field of View" behavior so that the object was initially visible visually, but it also did not help, the object is visible behind the wall, the gun is aimed at it and shoot at the wall.

  • Hi, excellent result, is the number of objects with finding the path and the system does not slow down? Please help me figure out how to implement this. This example would help me a lot with the implementation of my project.

  • The cool game!

    Have Video?

  • Thank you again for your pom. And thanks to jobel, through your example, I also implemented a few moments!

    Many thanks friends!

  • UI is a layer - and its paralax is disabled (0%)

    On the Human layer (100% parallax). The UI layer is analogous to your HUD layer.

    As you can see from the video, what we see is a small rectangular screen, this is the resolution of the UI layer. Dalya, I shuffle the mouse and we see that the map is large.

    In your example, when we specify half of the viewing screen does not work, since the screen is larger.

    So as soon as the screen moves, the problem began. But AllanR offered a formula that fixed all this.

    Try to solve it. It works fine. The object spawns right at the point of the sprite.

    Your example works fine if the screen does not require scrolling, that is, does not go beyond the monitor zone.

  • You just saved me !!!!!!!!!!!!!!!!!! Thank you very much!!! Everything works as it should, I broke my brain.!) Thanks a million)

  • Thanks a lot, it will help a lot.))

    I shot a video, I ask for my poor English. I tried to show what I want.

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    And one more

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  • (scrollx - (viewportwidth ("Human") / 2)) + Button_Point.x

    Here it helped, closer does not appear right in the place where I exactly need, but already better, the error in dozens of pixels