shdever's Recent Forum Activity

  • Care to share your capx ? It'll be easier to help you.

    Yeah, sure.

    Now im going to add some:

    Slow towers (splash slow too)

    Spear (going thru enemies for fixed distance, damaging collision),

    Chain lighting tower (thats the question).

    Critical strike - 20% chance to do double (or *x) damage.

    And something to sell towers and global map with lvls.

    Is there any TD discuss section?

  • Pick by evaluate would have been easier.

    On bullet collision with enemy

    +pick all enemy

    +pick enemy by evaluating distance(enemy.x, enemy.y, bullet.x, bullet.y) >= 50

    -> Do splash damages to picked enemies

    Thanks, but i cant make it work, lol.

    Im adding another condition - pick all enemies,

    Adding another - pick enemy by evaluating distance (with my parameters) and tower doesnt do damage.

    Funny is, when im toggle evaluating disabled, it attacks enemyes, but it kills random number of it, like 5 or 7, no matter what wave is it.

    But if i leave only evaluating - it doesnt work at all, bullet doesnt collides enemy, or smt.

    Can you, please, explain that and tell me when im wrong.

    Thanks again.

    Well i did it by myself, at 1st - picking is a sub event, and we need to pick enemyes wich in splash radius, so

    pick enemy by evaluating distance(enemy.x, enemy.y, bullet.x, bullet.y) <= bullet.SplashRadius

  • I spawned a sprite, wich a circle, after bullet touches an enemy.

    And it should pick ALL enemies near it (by its radius) but it just attacks a single enemy and destroys.

    Sad story, is there anyone on this forum? :c

    Finaly made it.

    Spawned a circle, add a bullet behavior for it and as a single event set it "in collision with another object" - enemy - substract splash.damage from Health. And you need to set 0.1 or smt like that befor it destroys.

    Now it can work as a splash damage tower, and i gonna make one ice tower and once splash ice tower, it would be much easier.

  • Bump. Have the same problem. Picking enemyes in splash distance doesnt work, idk why.

    Cant copy code, but:

    When bullet meets enemy, and system pick enemy where distance(Enemy.X,Enemy.Y,bullet2.X,bullet2.Y) less or eq than Bullet2.SplashRange

    Enemy - substract from healh

    Bullet2 - destroy.

  • Found one more thing:

    If i set "predictive aim" to NO it works just fine.

    I guess the problem is tower wanted to focus at only one target and doesnt want to hurt others. Is it a bug, or am i that bad, lol?

    And problem with towers witch are not placed down and attacking enemyes is alive.

    Fixed it by checking build boolean on every shoot.

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  • Im back home, you can check my .capx file now.

    Thanks.

  • Sup guyz,

    Can you please explain "Acquire target" logic?

    I made something like TD helloworld, and when i pick "Acquire target" and targets (all targets are made from one object) come close to the tower (standart tower), tower starts to pick target, or doing something irrational. It cant attack targets, until they starting to leave its range radius.

    Bullean "is floating" working fine, and floating tower (wasnt built) doesnt attack targets.

    When i pick "Add object as target" its all fine, tower attacks all targets when they are in its range radius. But, floating boolean doesnt work for second and next towers. They attacking the target while floating.

    From Russia with love.

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shdever

Member since 29 Nov, 2014

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