Helix0's Recent Forum Activity

  • I've made the system you described, but there's a problem. The reload sound gets played rapidly, making a buzzing sound. I don't know how to prevent this from happening other than "Trigger once while true"

  • This is incredibly helpful advice, I have one question though: In the event where the code chooses an enemy to run to, how would I check to make sure the target isnt reloading?

  • I've been at this for a while now, and honestly don't know what I'm doing wrong. My goal is to have enemy's runaway to their teammate and reload at the same time when they run out of ammo. This is my current code that's not working:

    + Enemy: Ammo ≤ 0

    + Enemy: Pick nearest to (Enemy.X, Enemy.Y)

    + System: Trigger once

    -> Enemy: Pathfinding: Stop

    -> Enemy: Pathfinding: Find path to (Enemy.X, Enemy.Y)

    -> Audio: Play Array.At(OpposingGun,13) not looping from Sounds at volume 10 dB at object Enemy (inner angle 360, outer angle 360, outer gain 0 dB) with tag ""

    -> System: Wait Array.At(OpposingGun,11) seconds

    -> Enemy: Set Ammo to Array.At(OpposingGun,6)

    The array is for storing the properties of the weapon, In this case the reload sound effect and reload time.

  • That Worked! Thank you :)

  • Hey! I'm developing a shooter game and I've made an AI that keeps its distance from the player. Which means if the player gets within a certain distance of an enemy, they will stop moving, and then back away if the player comes any closer.

    I have one issue though...while the enemy's back up, they do not stop for solid walls, so they just move through them. IM not sure how to solve this problem.

    Any help would be GREATLY appreciated

  • I'm very new, but ill definitely look into the array.

    I currently use the 1st suggestion, where I set a global variable to a random number and set the guns properties according to the number.

  • I am making a shooter game that gives you a random weapon each round. Each weapon has its own unique properties and there's plans to be over 200 different weapons.

    Because of this, I want to code a random weapon assignment system as efficiently as possible. Can someone help me?

  • Thank you for your reply..

    It's worth noting that I'm fairly new to Construct 3 so I'm not sure how to do some of these things.

    I managed to get objects to spawn in the vicinity of the enemy with

    "System: Create object TestHelper on layer 6 at (Enemy.X + random(-1000, 1000), Enemy.Y + random(-1000, 1000))"

    But I'm not sure how to have the enemy move to a specific instance out of the 10 that I spawned.

    I'm sure I could figure out a scoring system for these points, but any advice on how to effectively code the position scoring would be greatly appreaciated..as you'd probably code a more robust system then I would.

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  • Hi! I'm working on a top down shooter game and I'm struggling to make an A.I system that makes me feel like I'm fighting another player that has a remote idea of what they're doing.

    In my game, enemies roam around the map until they see the player or hear them. After hearing or seeing them, they will move to the appropriate engagement distance(Distances of engagement depend on what gun the opponent has) and attack. At the moment they just sit in one spot and shoot until they kill the player or get killed themselves.

    This doesn't quite meet my needs for the AI, I want them to be able to recognize cover and hide behind it if they get hurt. Or have the ability to make a path that flanks the player.

    I have a general idea of how to code the hiding behind cover part, just move to a position where the players line of sight is obstructed, after all...you can't shoot what you can't see. But how to find an area where the players LoS is obstructed is something I'm not sure how to do.

    And I don't even know where to start with the flanking part...

    I know this may be very difficult to answer in one post, but any help or advice that gets the ball rolling would be GREATLY appreciated!

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Helix0

Member since 24 Jul, 2022

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