Phobos002's Recent Forum Activity

  • Link is broken.

    Also, I heard the LOS behavior is glitchy. But maybe you should try the distance(x1,y1,x2,y2) value. for example:

    +System - For Each Enemy 
      +System - Value: distance(player.x,player.y,enemy.x,enemy.y) Lower or Equal 300
         -> Set speed Enemy to [WHATEVER]
         -> Enemy - Create object Bullet
         -> Bullet - Set angle towards object Player[/code:3usv6dop]
    
    At least, that's how I would do it.
  • It's that enable scripting bug, uncheck it and the crash will be eliminated.

    ...I feel really stupid right now...

  • This is indeed VERY strange. I got a different error to you:<img src="http://dl.dropbox.com/u/6660860/error.png">

    As you can see my error points to object_player_arms, at event 0 on the AI event sheet. So maybe the issue lies somewhere in the event sheet itself and not with a specific object? There isn't even an "Event 0" .

    Sorry i can't really help more than that, this one has me stumped, but maybe it will guide you in the right direction on where to look for the problem .

    Edit:

    I decided to test it some more and disabled the AI event sheet, and got this error:<img src="http://dl.dropbox.com/u/6660860/error2.png">

    So maybe its not the AI event sheet at all. I also tried toggling different events on and off in all sorts of different combinations and NOTHING seems fix it .

    I'm sure it will turn out to be something simple though

    I guess my version of construct is HAUNTED.

    OooOOOoOoOoooOooOOOOOoooOOOOOOOOOO!!!!

    EDIT: On a related note, I would REALLY like to know where that huge ass number came from.

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  • I get some errors when messing with grenades.

    EDIT: Whoops, images go out of the thread. Right click and click "View image" to get the whole thing.

    I forgot how this one was generated:

    <img src="http://img502.imageshack.us/img502/4808/runetimeerror.png">

    But THIS one ALWAYS triggers when exactly 58 grenades explode. At the same time or individually.

    <img src="http://img403.imageshack.us/img403/6429/runetimeerror2.png">

    And, just to let you know, there is NOTHING relating to grenades in the AI Event sheet. I don't know why it is saying that. :

    Here is a cap (Outdated, but has the same errors): http://www.mediafire.com/?ar0hhprqscyhhwn

  • I dunno what cause this error.

    http://s61.photobucket.com/albums/h53/S ... ent=Da.png

    It most likely means that the application is calling for an object (An instance of the object in this case) that doesn't exist. That's my best guess. I would check to see if there might be anything removing it when you start up; perhaps it is too far outside of the layout?

    Of course, I could be entirely wrong in every way, but it would be a good place to start.

  • Alright, I got him to move and stuff, but he only moves when I collide with it, which means he will just charge at me. I think this would be a cool thing to do instead of slowly trudging along.

    Also, a tad off-topic, but I noticed when I explode exactly 58 grenades, the plug-in crashes, which stops my game. It doesn't have to be at the same time either, just when I reach grenade #58.

    When I DO overload the game with grenades- *PC Blacks out* *Does Cold-Shutdown*

    ...

    ...

    OK, back. Anyways, If I do overload the grenades (Throw them consistently), and reach 50 something grenades exploded, the game crashes, saying that a error was caused by the player_arms object. Which is weird, considering it has almost nothing to do with the grenades. Is this a plug-in bug or am I doing something wrong?

    The cap in my above post contains the same conditions for grenade-throwing functions.

  • Your mixing platform with custom movement...

    Erm, the zombie HAD a platform behavior, but I removed it before even making this thread...

    A bug, perhaps?

    Anyways, I am going to make the object from scratch. That way, it should work right, and stuff...

  • Like I said in the first post.

    http://dl.dropbox.com/u/666516/offsetplat.cap

    Offset works well for is left and is right, you just have to get your movement correct, or add additional offset comparisons for the gap made when the troll moves.

    WAAAAH! WHY DOESN'T IT WORK!?

    Take a look for yourself: http://www.mediafire.com/?ar0hhprqscyhhwn

  • Distance gets you the x, and the y, offset gets you the x, or the y.

    You should just use one for your detection.

    Also the way you have it set up your saying if the distance is greater than 300, or the distance is less than 300 then move, but that will make the troll move all the time, and distance() doesn't care if the player is to the left or to the right.

    The reason I had the distances there was so that he would only go after me if I get close to him.

    If it is going to cause problems, how else could I do it without distance(x1,y1,x2,y2)?

  • This is what the event sheet looks like now:

    <img src="http://img97.imageshack.us/img97/162/eventsheetnormtrollhowt.png">

    The Zombie moves and stuff, but he kinda glitches out at some point

    Here's a cap: http://www.mediafire.com/?t4yj0qpp4aimxet

    First one to solve this gets a cookie.

  • I am not very good with AI to start with, but I decided to give it a ago. I am trying to program a zombie like thing to be a "Generic Troll" for my game "The Digital Expedition". He only moves one direction relative to the player and not both.

    Here is what I am talking about:

    <img src="http://img10.imageshack.us/img10/162/eventsheetnormtrollhowt.png">

    What exactly am I doing wrong? I bet its something really simple, too. >_<

    (Also, it is no longer "Orange Block", that's just what I named it for testing.)

  • Python has an exec statement that does that:

    exec System.AppPath + r'scripts\gameplay\wakawakawaka.py'[/code:3dbduc55]
    

    Thank you. Now to learn python. xD

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Phobos002

Member since 7 Jun, 2010

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