Smileh's Recent Forum Activity

  • That was it, thanks dude. I didn't think that would mess it up. Still not sure when to use families. I did that so I could use it for future enemies but didnt think it will bug it out.

  • Ok so here's the capx. Hopefully you can help me.

    drive.google.com/file/d/0B69SFeoPTx8kRjhTazBPaGFTamM/view?usp=sharing

  • Gotta go to work right now. I will try to do when I come home. You can check the platform AI on the store, is the one I have as example to learn.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I already had something like that set up if true stop walking and start shooting and if false keep the patrol.

    My problem is like I said, if I have both casters one of each side, if one spots me, the other one shoots. I kinda need to make them unique or something like that to the sight.

  • You should add instance variable (boolean) to Caster in order to prenvets your problem

    Could you elaborate a bit more? I am kind of a begginer.

  • Hello.

    So I am setting the AI for my platformer enemies. My first type is working just fine (is a pretty simple patrol) but the new type I am working on is causing me some trouble.

    So whenever the enemy has on sight the player I have set the range and the cone of view to 90, so is just sees forward. Then I have set some instance variables whenever if he has you on sight, he will shoot you.

    Everything works fine expect one thing:

    Lets call the enemy: Caster. So if Caster#1 has you on sight, doesn't matter if Caster#2 doesn't have you on sight because you ll see his proyectiles coming at you from somewhere outside the screen because the sight applies to the sprite. How can I overcome this?

    Thanks

  • Hello liquidmetal. I tried it and didn't work out for the kinda of effect I was looking for. Somehow I managed to pull it off in other way that suits me better.

    Thank you very much for your kind help, is been helpfull regardless

  • The container did the trick. Shall I be avoiding it?

  • Easiest way would probably be putting the enemy-box and the enemy animation in a container and having them created together, so they always reference eachother.

    Another way would be to pick the nearest enemy box and have the enemy set an instance variable to it's uid..

    then if the instance variable is the same as enemybox.uid set the position..

    Instead of setting position every tick you could ofcourse also use the pin behaviour..

    I tried the pin behaviour before for the player, that was the way I had set it up but it was giving me some problems the more I advanced further.

    Just tried the container. All I had to do is add them in a container and voilá. Hopefully it won't cause me any trouble.

  • Hello. So I guess this is a basic stuff but somehow can't manage to make it work.

    I have a player box and a player skin set to player box on every tick. This works great for my player but when it comes to enemies, since they're clone of eachothe, the set position only works for the very first enemybox and the other ones remain invisible since they have no skin attached.

    How can I attach a skin to an enemy box so it shows up in every enemybox clone?

  • I have it on the behaviours folder and still when I load a capx says that I am missing the behaviour as if it wasnt there.

  • Pretty sure you're in the wrong forum. Try under Team Requests

Smileh's avatar

Smileh

Member since 22 Jul, 2015

None one is following Smileh yet!

Connect with Smileh

Trophy Case

  • 9-Year Club
  • Email Verified

Progress

10/44
How to earn trophies