Post your CAPX file so people can see what you are doing & help.
Setup #1 won't work because Stop loop is a System action, not an Array action. It won't actually stop.
Setup #2 won't work because you need to index the array with loopindex, not CurValue/CurX.
Two things. 1) you do need a 'For each' to check each enemy individually for the correct state. 2) you need to make sure you can pick the associated object that is pinned. You need to store the UID of the box for the dude, and the UID of the dude for the box so that they can be picked together.
example_BHT.capx
Make them 1:1. I just quickly did many:1.
ZIP everything up and post it. It is sometimes possible to place a fake image (Sprite6) to get the file to open. Need to poke around though.
Just a quick idea.
NonOverlappingPathSolidEnemy.capx
Rather than placing the Path Finding directly on the enemy, use an invisible object to have the enemy follow. The enemy, however, has 8Direction and Solid, so they don't overlap. Needs some refinement.
You'll have to post what you are doing. This doesn't make sense, as is.
I noticed that you aren't positioned exactly as the BombingChap example. If you select everything and drag down one grid, then run, it works! Drag it back, and it doesn't work. Dragging down places it on a 64x64 grid. This must be related to the cell size algorithm.
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Alpha_BHT.capx
You do have to get 500 pixels away!
You're not resetting LocationGo=0.
Use 'Sprite.Pick by UID' -> Destroy. If this doesn't help, you'll need to elaborate.
If you disable the enemies Solid behaviour it moves. This may be a bug - I'm not sure. I could see this being an issue if you had Obstacles set to Solid, but you don't. You're using Custom.
Member since 28 May, 2012