dop2000's Recent Forum Activity

  • You were around for rex rainbow and how that didn't end well.

    Why? What went wrong with rex?

  • You might need to add "For each Enemy" as the second condition in event 133. So the event should look like this:

    Enemy current state="Fire"
    For Each Enemy
    Enemy nas NO LOS to BlueTeam
    

    If this doesn't help, add some debug logging to events 133-136 to see if and when they are triggered. Use "Browser Log" action.

    Also, if you want a random integer number between 1 and 3, don't use round() expression, it will return value 2 more often than 1 and 3.

    The correct expression is int(random(1,4)) or choose(1,2,3)

  • That said I still think pathfinding is valuable for the nodes and I'm thinking of using pathfinding to recalculate path, setting the nodes, then using MoveTo or Bullet to move from one node to the next.

    MoveTo behavior has "Move along pathfinding path" action, super easy to use.

  • The issue is difficult to understand. Can you post a demo project and an image of what you are trying to achieve?

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  • If you can reproduce this bug, you really need to report it.

  • Like I said, other events may override the animation to "idle". You need to add a condition "not dragging" to them.

    Also, there is a mistake on your screenshot. You have:

    If NOT overlapping other turrets OR overlapping buildable area: set red animation

    you need:

    If overlapping other turrets OR NOT overlapping buildable area: set red animation

  • add an ID system to my spaceship-based game in which AI enemies on the same team can share things like their target's X and Y position, Leader's X and Y, etc.

    I don't understand your screenshots, but this is definitely possible.

    Add a bunch of instance variables to enemies, like TeamID, TargetX, TargetY etc. Pick the enemy instances belonging to one team, assign the values to them.

    I suggest adding Enemy sprite to a family and defining all variables on the family level. This will give your more flexibility further down the road. Say, you need to pick enemies from one team and check if they have line-of-sight to another team, you can do this:

    EnemyFamily team="A"
    EnemySprite team="B"
    EnemyFamily Have LOS to EnemySprite
    
  • Change your events 31-33 to this:

    Also, you need to add "Turret is NOT dragging" condition to other events, which are setting firing/idle animation.

  • If those events are populating some array/dictionary, you can check if it's empty.

  • In project properties set:

    First layout=Loader

  • Run the project in debug mode (Shift+F4), check if JSON object contains the data. Also press F12 in preview and check for any error messages in Console tab.

    If this doesn't help, share your project file.

  • It was exciting to see the addition of "Set min/max framerate" action in the latest beta. I thought FPS cap could fix various performance issues, or solve the problem with physics engine producing inconsistent results at different framerates.

    Turned out I was wrong and this action has nothing to do with limiting FPS. I studied the Catch-up Time example, and I can see how it can be helpful in that particular scenario. But I can't think of any other usage cases. It can probably be used to increase the time scale of the game more accurately, but only if the device hardware is powerful enough.

    I believe the name is confusing. Perhaps it should be called something like "Limit delta-time" or "Lock delta-time".

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dop2000

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