00Rez's Recent Forum Activity

  • vtrix < make sure it tells you I've replied (see last post).

  • Thanks for this. It's good you're testing I don't really have alot of free time so thanks. I will have a look into this soon. Can you try setting the blockers using position rather than objects and see if it works?

  • > great plugin, im experimenting with this pathfinder, with multiple agents, it already works but it keeps jamming and gives an error in chromeconsole

    >

    > its a bit hit and miss sometimes it crashes in first seconds, mostly under 30 seconds ( i have speed up the runs, but slow crashes too)

    >

    > someone any thought on the error, not sure if its the plugin or something else

    >

    > astartest

    I found the bug which it seems I've already fixed in my local version so I'll upload soon as a new version...

    Updated Astar/Pathfinder to 0.23, see first post.

  • great plugin, im experimenting with this pathfinder, with multiple agents, it already works but it keeps jamming and gives an error in chromeconsole

    its a bit hit and miss sometimes it crashes in first seconds, mostly under 30 seconds ( i have speed up the runs, but slow crashes too)

    someone any thought on the error, not sure if its the plugin or something else

    astartest

    I found the bug which it seems I've already fixed in my local version so I'll upload soon as a new version...

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  • This is a method to call plugin's action from behavior, so that behavior could extend plugin by calling plugin's action.

    cr.plugins_.Text.prototype.acts.SetText.apply(this.inst, [param]);

    This could call other behavior's action. It's also useful, too.

    cr.behaviors.Physics.prototype.acts.ApplyForceToward.apply(this.physics_behavior_inst, [f, px, py, 0]);

    Nice! Thanks Rex. Unless you've already updated the function plugin could you have it so if you try and run a string that isn't set as a function it doesn't throw an error saying the function doesn't exist? Would ignoring be better than throwing an error? Anyway thanks for the contribution. I'm using it for an event system.

  • great plugin, im experimenting with this pathfinder, with multiple agents, it already works but it keeps jamming and gives an error in chromeconsole

    its a bit hit and miss sometimes it crashes in first seconds, mostly under 30 seconds ( i have speed up the runs, but slow crashes too)

    someone any thought on the error, not sure if its the plugin or something else

    astartest

    Great test! I've found a bug "board[cx2]" is undefined. I'll have a look into this. If you run it in firefox with firebug installed it catches the error.

  • Awesome Plugins! <img src="smileys/smiley1.gif" border="0" align="middle" /> many thanks for sharing them with us.

    for the pathfinder, you got any idea how to get an event for arrive at the final destination, without using collision check or something like that?

    Hi Xeed,

    In the demo a "Position" variable is used to keep track of the position on the path. You can use the expression "PathLength" and then compare the current position to see whether they equal. You can then trigger an event using this comparison.

    Hope this helps.

  • Hi guys

    I have been thinking about this to a project of mine, but have some things I worry about and hope you can help me determine if this is something I really should use.

    The project would involve many enemies from different places on the map all trying to get to the player. These should work kind a RTS were they do not walk into each other, but the enemies do not have to seem smart at all.

    Is there any way this system can be used for a thing like this with C2? and still keep a reasonable load to the CPU?

    If anything is unclear in my question, then please ask and I will clarify everything.

    You could use this path finding or it could be possible to script it using collisions, move to angle and a line object for sight. Many ways to do what you say, experiment!

  • > Was trying to do a bit of Catmull Rom, but it seems the plug has some wonky nodes.

    > Shouldn't they be static after the generation?

    For some reason I didn't notice your post newt, sorry. I'll have a look into this ASAP.

    If you move the "Every 0.1 seconds" events to the end it doesn't fluctuate. The result is basically the tile size multiplied by the grid coordinates so their should be no wonky nodes at all. Wonder why this occurs, obviously the "Every 0.1 seconds" is interfering somehow.

  • Was trying to do a bit of Catmull Rom, but it seems the plug has some wonky nodes.

    Shouldn't they be static after the generation?

    For some reason I didn't notice your post newt, sorry. I'll have a look into this ASAP.

  • >

    > >

    > > > Nice plugin! Is designed to make RTS game using your pathfinder plugin?

    > >

    > > Yes you could with a bit of messing and lerp.

    >

    > Here is a quick example I knocked up.

    Would it be possible to see the capx for this example? I've been trying to reproduce it without luck.

    Here it is. It's a bit messy, I've realised using lines of sight makes terrain costing not work so need to figure out another method for this.

    Hope it helps...

    Rez

  • I've managed to take a string of ones and zeroes and put them on an array, then I output the array values to a Text, just to check if it worked, and the text displays the ones and zeroes as expected. But when I check for numbers 1 in the array, it never returns true

    Here's a screen and the capx:

    (the string value doesn't show up in the editor cuz it's too long, but its there)

    <img src="http://i.imgur.com/Ci1Rc.png" border="0">

    http://dl.dropbox.com/u/3954039/auto-tiling.capx

    The returned value is a string try "1"!

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00Rez

Member since 26 Aug, 2011

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