Frostein's Recent Forum Activity

  • Sorry, I didn't want a static floor. I'm looking for a way so that the enemies stay on their current Y position when hit with an arrow, but still be able to move along the X (as if they are sliding along an invisible floor).

    I might just be bad at explaining lol, no wonder the computer cant understand me.

  • Would i still be apply force to them on the X axis with a projectile, if they are set to immovable?

    thanks mate

  • Thanks for the replies, and sorry about the clarity i was half asleep.

    What i need to do is find a way for an enemy to not fall off the screen when physics is enabled. However, i am unable to create any sort of static floor. Instead, what i have done, is create a rectangle object and tell it to follow Enemy position.

    I imagine having 30 different rectangle objects, set to a position every tick, and telling them not to collide with each other probably isn't the best way to go about doing it.

    An alternative would be to have it so the enemies only have force applied on the X axis, No idea how to go about doing that, I couldn't find much info on the physics.

    Cheers.

  • You could give each of your enemies a variable

    0=slow

    1=fast

    If enemy is <100 of Player.x+100 Player.Y+100 Set Variable 1

    If enemy is >100 of Player.x+100 Player.Y+100 Set Variable 0

    With these you can set the range, and the rate at which it increases for each enemy.

    Not sure if this is what you wanted but thought id give it a shot.

  • Hello lurkers,

    I'm trying to spawn a rectangle collision box and set it to an enemy position as they are spawned. How do i make multiple instances of the same collision object, and have each enemy only able to collide with its own said box?

    I can think of ways but they aren't so efficient.

    Thanks for any thoughts.

  • Thanks for the advice mate, the localhost is loading fine, things are changing when i edit my events, most of the time for the worse haha.

    I sorted the damage problem out, the turrets are always set within a certain angle and some of them were too close to be able to find their target. I used compare distance X to set them on a new path that is within the Range/Angle of finding the Target.

    Ive only been at this a week or so, im slowly learning that you need to speak to the computer in words rather than sentences, so that it is able to understand. It really is like talking to a brick wall sometimes.

    Thanks again.

  • Ok, so my problem just got weirder.

    Some of the enemy archers appear to not fire their projectile at the target, the animation is played but the arrow is invisible.

    However, when i run it with the debugger, they're firing the arrows again... without any change at all.

    Still not sorted the fact they aren't doing damage either, what is this madness.

    Gonna go start a new thread 'How do i kill myself'

  • Nah i dont have any health bars or anything, The archers have 10 health, and the arrows do 10 damage, so they should die when hit. Ive tried lots of combinations of numbers to test. The arrows are being destroyed, so i guess they are colliding, just no reduction in the variable. Ill set a health bar to see if anything wierd is happening

    ty

  • Hi guys, Im having a problem with my bullets not doing damage when colliding. Wondering if someone could shine a ray of light upon my abomination of a project. This is mega simple but wont work and its wrecking me.

    Archer and an Enemy_Archer Both have bullets that are spawned On Shoot (Arrow1 and Arrow2).

    When arrow collides with the target, arrow is destroyed. 10 is subtracted from Health variable.

    Both of them are shooting at each other like i want, the arrows get destroyed on collision, but no reduction in health.

    (I also have an Enemy_Ninja, and it seems to work fine on him)

    Anyone have any ideas or obvious things to look for?

    Thanks in advance

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  • Thanks for the help, got it sorted now. Kinda very new at this and from staring at your reply for a good few hours scratching my head, ive discovered the power of using 1's and 0's to trip the fuck out of a computer and make it do crazy things that only Neo himself would dream of. I am now the Matrix.

    110111

  • Hello there fellow beans. I've been up all night trying to find a way to solve this issue i'm having. I cant even think anymore so forgive me if its a simple one.

    Turret A is on a set path (in a straight line) to Turret B when it is spawned. I have another Turret, lets call this guy Turret E because its an awkward bastard.

    Turret E is located outside Turret A's range when 'A' moves along its path.

    What i need to do is get A to target E and then move within firing range (I cannot increase Turret A's firing range). After the illusive E is deceased, i then need 'A' to carry on his merry way to Turret B.

    Basically, i need a 'detect and move to' range, that is separate from the turrets actual fire range.

    Thanks in advance for any replies, peace.

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Frostein

Member since 20 May, 2015

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