Arsonide's Recent Forum Activity

  • I got it working for the time being...it's working pretty good now actually. Once I figured out that the function that detects it automatically references the unique ID of whatever it found to the actions I tell it to do. (I was thinking too hard.) The turret movement finally "stuck" and stopped disappearing, and I added the targets and initial move sequence to the "On Layout Start" instead of "On Application Start". It's flawless now.

    Now all I have to do is figure out a way to get the AI controller to choose multiple paths through the level to get to the objective instead of the same straight line every time, using waypoints. However, that'll be on my own time and is unrelated to this problem.

    Sorry to bother ya.

  • Ok this is really weird...now I have a bug where my RTS movement is simply not working. Their max speed is 250, they have received TargetX and TargetY, (I made sure by debugging and watching them.) They are not moving at all though. Speed is 0. That is the only movement they have, and they are not receiving any orders, only one when the application starts.

  • Yeah, theoretically it'd work, but I add RTS, then I add turret, then I go to the event sheet and make all the events. Then I go back to the layout and turret has disappeared from that unit's movements. It just vanishes.

  • That would be ideal but the turret object needs a base object, and for the amount of objects I need...having two rather than one is pretty inefficient.

    They need pathfinding, and I've tried assigning both RTS movement and Turret movement to a sprite. When I do, Turret movement disappears after I add it.

  • I'm having trouble, I'm having two bases spawn a lot of dots and send them at the other base. If they hit another dot, they die, and it works great.

    Now, I want to get the dots to chase enemy dots if the enemy dot gets within a certain range. I'm using the RTS movement...and I can't figure out how to do this.

    Say I tell a red dot to locate it's distance to blue dot. Well each color is an army of dots, but there are only two sprites. Getting the distance to "blue dot", is not sufficient, as there are about 40 blue dots. I need the distance to the NEAREST blue dot, then I need that dot's ID so I can chase it.

    It'd be a little easier (I think), if the LOD movement had a range. I tried using turrets but that seems like a waste of resources. I'm sure there's a simple, event based way to do it. Any ideas?

  • I am making a basic version of what I intend to do, basically a turn based game without the squares and such, so that movements are in real time but while you're moving your movement bar goes down which limits the distance you can go in one turn...which is where I'm running into a problem...the pathing is not very efficient, atleast how I'm using it. It's wasting movement points for basic movements...and I was wondering if there was something I was doing wrong.

    Right now I have it set at 30x30, which actually made pathing better than 10x10. I also cranked up the rotation speed which seemed to help.

  • Yes that is kind of the idea I was going for. The shapes of the individual masks I guess can be rotated/chosen/scaled randomly based on position in the world I guess.

  • So for Christmas I got Windows Vista Ultimate, and I was long overdue for a format anyway so I jumped at the opportunity.

    Just an update - I can now run my own programs finally. <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> It must have had something to do with my OS configuration with XP.

  • I'm trying to do something similar to some basic random terrain, and I'm having a difficult time. I have a dirt texture covering the whole layout, and am trying to randomly place a tiling rock texture, then randomly SHAPE it, I can rotate and resize it, but I can't give it a unique shape for the life of me. I was thinking maybe through creative use of a variety of mask objects chosen at runtime?

    EDIT: On this note - do we have an IRC room somewhere yet, so I can ask dumb questions there?

  • I achieved something similar using a box and manipulating its end points and width, but there's no dedicated line function?

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  • I want to fire a chain off from the player, right now the end is using a bullet object, but how do I connect the two sprites with a line? I don't see a function for this at the moment, I could be overlooking it however.

  • If I right click on an object in my layout and then left click on the layout after the menu opens, I crash every single time.

    Right clicking on an empty layout doesn't do this, only if there's an object. However I naturally do this a lot when I'm working on a project so it happens a lot.

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Arsonide

Member since 5 Dec, 2007

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