Juryiel's Recent Forum Activity

  • I cannot for the life of me figure out that example haha. I'm not sure which of those events I actually need. Seems some are resizing arrays, and I'm not sure if that's part of the sort. And I'm not quite sure what the 'ScoreCard' is doing. The array being sorted is pPoints right? Seems to me this searches for a spot to insert the value rather than sorting a bunch of values, right? But what if I have a pre-existing array with values already in it that I need to sort? Do I need to create another array and pull values from the first array to the second array one by one in order to sort?

    If this isn't too much to ask, do you think you can maybe show me an example of this that just accepts an existing array and sorts it? Is it possible to make it general so that you can somehow pass the array to a sorting function, and have it sorted, or is this not possible? E.g. if you put all the arrays in a family, then call the function on that family and pick the array by name.

    Maybe events is not the right approach for this. Is this something that can be done simply in python so I can copy-paste it? :P

  • Thanks for the reply!

    I'll take a look at Verve when I get home from work. If your algorithm is faster I'll try to implement it as a general function, since I may later need it to sort something else of larger size. Best to futureproof stuff I implement as much as possible :) Just out of curiosity, what is a time-stable algorithm?

  • So I need to implement a method to sort an array. The array itself is pretty small (only 6 values) but I need to sort many of these per frame, up to possibly 50 or more per frame. A couple of quesitons:

    1. Is this a situation where the type of sort would make a difference?

    2. Are there any examples of good sorting algorithms implemented with events floating around? I'd appreciate one, as I find coding with Events very unintuitive when it comes to this sort of stuff, unless it's the most basic of algorithms.

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  • As an update for anyone else who might be facing the same issue, it does indeed appear to be a bug with how the Overlapping at Offset event picks the second object to compare (it seems to pick all of them).

    R0J0hound provided a fix, where the System Condition "Is overlapping (advanced)" is used. To "rig" the 'offset' part (since that condition doesn't support offsets), the NonPlayer is first moved to each comparison point, then the overlapping comparison is made using the "Is overlapping (advanced)" system condition, and then the NonPlayer is moved back to his position, simulating the "Overlapping at Offset". Since this is all done in the same frame, the moving of the NonPlayer is never drawn on screen.

    Thanks for the help!

  • Could you do something simple like have the enemy always have a movement component toward the center of the platform and then a separate movement component perpendicular to that? The math might be a bit unintuitive if you want to get consistent movement speed along the edge of the platform, but should be simple enough. I think there's Actions in the Custom Movement behavior that will allow you to turn an enemy to face toward an object all the time, etc.

    Alternatively, maybe you can use the platformer behavior to set gravity direction be toward the center of the platform, which is the same as above but might save you some time doing calculations.

    I can try to put it together later today when I get home, since it seems like a fun problem to solve.

    Also, check out this plugin, maybe it can do what you want:

    scirra.com/forum/path-movement-behavior_topic39306.html

  • The class ID seems correct. I didn't do your example, but I in my cap I set the class ID in the properties box and not using the events. Furthermore, I have a variety of functions that use ClassID and they all work correctly, picking the right players and reporting the correct ClassIDs. It sounds to me that you're saying that the bug is a result of setting ClassID at runtime, which I'm not doing. If that's incorrect let me know and I can try your example.

    I will be PMing you a cap shortly. You want to look at the SystemFunctions event sheet, specifically the groups "General Enemy Functions" and "Line of Sight Functions". You will also see a cone of all the spots checked for LOS at runtime. It only comes up randomly every second at a random NonPlayer. You can move individual players by selecting them with a mouse and clicking (RTS behavior). If you use the arrow keys they both move.

    If you move a player into the LOS cone and an LOS check occurs, the enemy should start chasing the player. This might not work correctly since I haven't tested the other parts of the code that deal with enemy actions, so using it for debugging might not be reliable, so that's why I have the DebugText to use instead.

  • Update again:

    I put NonPlayers overlaps Players check in the LOS function under a "Players: Pick by Players.Value('ClassID') Equal 2"

    When I do that even if the player with ClassID=1 goes into LOS the NonPlayers will 'see' the player with ClassID=2. To me this suggests that the condition: NonPlayers overlaps Players does not respect picking (since I'm picking Player with CLassID=2 specifically right before I call it, yet it still triggers when Player with ClassID=1 goes into LOS)

    Grumble grumble grumble, now what?

    EDIT: Replaced the NonPlayers overlaps Players check with:

    Players overlaps NonPlayers (offset is now Players.X-NonPlayers.X-global('LOS_X'), etc). This seems to work. I expected the Player to be picked correctly but expected the NonPlayers to all agro when only one was in LOS since my guess of what was going on was that the second family in teh overlap comparison ignored picking. So now I'm totally confused.

  • LOS Sprite is not flexible enough for what I want to do. I want to be able to fully control which points are checked for LOS specifically, including Max radius, min radius, max angle, min angle (min angle not implemented yet but will be), and even specific points.

    Also, the NonPlayers are picked correctly. It's the players who are not, so a container of NonPlayers with LOS Sprites wouldn't likely solve this issue.

  • Update:

    If I put the text where it says Function.Return Equal 1, it still returns both ClassIDs, (in fact it always returns both, right now I have 2 players, and the order it returns them in is 2,1, which is why I was getting 1 all the time before, since it always came last).

    So it looks like regardless of which player goes into LOS, the LOS function returns 1 for both Players the moment only one of them goes into LOS. Hmmm.

  • Just to add, the idea of the loops is:

    I want to have every NonPlayer check LOS with every player. So I thought the straightforward way to do that is to Loop through each NonPlayer and each of them checks every player for LOS. Don't get confused by the Super loop, it's just storing data and checking data structures, but the data it's storing is not yet being used (since it is not hte correct data)

  • Here's the idea of what I"m trying to do (not necessarily what I'm actually doing).

    I only want to check LOS every X milliseconds. I want each individual NonPlayer to have its own check Every X + Random(200) milliseconds so that they don't all happen at the same frame. Temporal resolution is unimportant for these types of LOS checks (the player will not move out of LOS in less than 1 second unless he's teetering on the edge of the cone, and if he is that's fine). On the other hand I plan to have many enemies at once, up to 30-40+ in some instances so I want the checks to be staggered in time and not cause lag. Right now the way it's set up it's not quite doing that, instead it picks a random NonPlayer and does LOS on that NonPlayer. I tried deactivating the Every X event just now and it didn't fix the problem, but it did make the game unplayably laggy. I also tried disabling the superloop and moving the text as you described and yes, it shows all of the Player ClassIDs

    As for the Super loop, that checks to see if a player has already been added to the Hatelist of an enemy. When a NonPlayer sees a Player, that Player is added to the NonPlayer's Hatelist. This is because even if the player tries to move out of LOS, the NonPlayer has already seen him and begins to look for him outside of his LOS range. The thing is, players can build aggro, which is stored in that Super. THere are 6 players, and they can build aggro / hate with their actions, which is then used by the AI to determine its actions. If an enemy has already seen a player, I do not want to reset his aggro levels at every LOS check, so I loop through the Super that stores HateSlots, which are number arrays containing the Player.Value('ClassID') and the Player aggro levels. If a HateSlot with a ClassID matching the current Players.Value('ClassID') is found, then nothing is done since the enemy has already seen that player and now other code runs.

    In short I don't think I can get away with disabling the Super Loop. Also I don't think that it's the problem since that's not really doing anything to picking, it's just storing data that isn't used until another part of the code.

    I could PM you a cap if you woudl like but it is super complicated. Those are the only parts of the code that are relevant to this behavior, I think, but I could be wrong.

  • Right, I am also using my own LOS system, as you can see by the function I posted above :) I stole it from the thread I linked above and the basic idea is that I check if player and enemy overlap certain offsets. Those offsets are placed along a cone that defines the LOS.

    The function itself can be quite demanding if you have many enemies checking LOS. As such, I made one change from the function in tulamide's linked post which, although I don't think are relevant to the issue I'm having, I might as well explain so people can see what the code is doing. You have 3 parameters to balance to get LOS working as you want, and those are spatial resolution, temporal resolution, and performance. You can trade performance to increase temporal and spatial resolution (check LOS more frequently or add more points along the cone where you check). The noise parameters in teh function are a way to trade temporal resolution to improve spatial resolution instead of trading performance for it. That is, instead of checking many points at specific locations along the LOS cone, you check a few randomly and uniformly distributed points, and run a few tests so that the cone is covered entirely after X tests. The idea is that you can take yoru time running the tests so that not all points are checked in the same frame, thus not sacrificing performance, but instead sacrificing temporal resolution in order to eventually cover the whole cone. So that's what teh noise parameters are doing, and everything else is explained in the linked tulamide's thread (but again, just check for overlap at offsets arranged in an LOS cone).

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Juryiel

Member since 30 Sep, 2010

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