ysvw
Oh an by the way .....
When fixed (triggers replaced) that is just a genius event.
... takes hat of ... bows ...
Exactly the same problem as you had here:
A trigger bumping on an 'else' while looking up if it is allowed to run its actions/subs.
Only in these case randomly has an easy fix.
I am sorry to say, but, i think, this can never have worked.
Try to follow this tutorial.
https://www.scirra.com/tutorials/474/pa ... e-of-sight
Tried on a 2 x 2 tile. Works perfect. But. It drops in FPS with a big size tilemap, which is understandable.
Your solution works fine. If done every tick. If there is only 1 shield and 1 boss.
Other suggestions. (that work fine too)
Use imagepoints on the boss.
https://www.scirra.com/manual/63/image-points
Position the shield on an imagepoint
Then keep it there by ..
or position it every tick to an imagepoint
or use Pin behavior
https://www.scirra.com/manual/99/pin
Develop games in your browser. Powerful, performant & highly capable.
Delete 21 & 22.
https://drive.google.com/open?id=0B1SSu ... mp4dVdjaWM
If the boats are in open sea (no colissions) i would do it basically this way.
Dont need pathfinding.
Should capture if target is to close, but i did not build that in, its basic.
https://drive.google.com/open?id=0B1SSu ... l9DUVdna2M
If you have to take collisions in account, then it gets hellish. Dont matter what behavior you use to move it.
I try that later, when i got time.
Cant find that bug in my example.
Shortest path to first available tile.
https://www.dropbox.com/s/d12hf0jnyudhl ... .capx?dl=0
Dont need a dirty way. : )
You will learn to understand 'picking', which is a major actor in Construct's game.
https://www.dropbox.com/s/aplwnnx4q8zub ... .capx?dl=0
Step by step, you will get there.
Member since 12 Feb, 2016