What kind of game is this - platformer, top-down? I don't think it's a good idea to mix it with Chipmunk physics. You should remove Solid behavior from zombies and use "On Collision" and "Is Overlapping" events to manage collisions.
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You can try Bullet or Car or Custom Movement behavior to move from point to point.
Here is a demo I made with Bullet:
dropbox.com/s/s58syrvy3xa2rg9/BulletMoveWithWaypoints.capx
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Also, take a look at Spline behavior:
construct.net/en/forum/extending-construct-2/work-in-progress-addons-30/behavior-rex-spline-114539
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Also see this tutorial:
construct.net/en/tutorials/umber-units-for-exponential-games-955
you can also use lerp function: Set max speed to lerp(currentSpeed, targetSpeed, dt*4)
Ok, multiplying by 1.05 is not a good idea - when the value drops too low, it takes a long time to increase it.
Try this:
Is touching GasPedal Set pathfinding max speed to min(Self.Pathfinding.MaxSpeed+4, 200) Else Set pathfinding max speed to max(Self.Pathfinding.MaxSpeed-4, 0)
min() expression will choose the smallest of two values, so yes, 200 is the highest possible speed.
max() will choose the biggest of two values, in this case it will not allow the speed to drop below zero.
I think the best solution would be temporary pinning the character sprite to the platform (when player is not pressing any keys).
You can change pathfinding max speed like this:
Is touching GasPedal Set pathfinding max speed to min(Self.Pathfinding.MaxSpeed*1.05, 200) Else Set pathfinding max speed to Self.Pathfinding.MaxSpeed*0.95
You can try setting global time scale to 0.5 and object time scale to 2. (System -> Set Time Scale action)
Member since 26 May, 2016