Hexxiss's Recent Forum Activity

  • Hey guys, I haven't really been able to find anything that fits this on the forums yet.

    Is there a way to have multiple enemies pathfind to random points within a layout, but do it independently of eachother, so they don't pathfind in a group, and just seem to wander around the layout?

    It would also need to be a method that could be easily stopped or disabled when the game is paused without using Timescale.

    I have a method that somewhat works in my project here:

    <img src="https://scontent-a.xx.fbcdn.net/hphotos-frc1/t31/1796740_580370928723004_155760587_o.png" border="0" />

    However, the enemies need to stop immediately when the game is paused. While I can create conditions that break the pathfinding, it isn't until they've arrived at their destination that they finally stop, which doesn't work.

    Any help cracking this would be greatly appreciated!

    Thanks everyone!

  • It's working part of the way. Once the condition is met, and breaks the event to find a path, it does stop. However, while it's on the path, it won't stop until it's reached the destination.

    How would I go about stopping it immediately?

  • That actually makes perfect sense! I think I've been staring at this for entirely too long, and throwing too many different things at it. But I will definitely give that a try! Thank you!

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  • I'm currently using this pathfinding in my game:

    <img src="https://scontent-a.xx.fbcdn.net/hphotos-frc1/t31/1796740_580370928723004_155760587_o.png" border="0" />

    However, I'm having a huge issue getting it to stop. Using the "Disable" and "Stop" in the pathfinding behavior doesn't seem to help, and I can't use Timescale to pause the game currently, because of a drop down menu, also disabling the group this is in, doesn't seem to do the trick either.

    Currently, my drop down menu has a boolean attached so the game knows if the menu is active or not.

    Is there anyway to stop this pathfinding completely, when the menu becomes active?

    I need help, big time! Thanks guys!

  • Right now, I'm using a boolean that's attached to a inventory menu to deactivate the player control group and various other groups that I don't want the player to be able to do while the menu is active, and that part of everything works great!

    It deactivates and reactivates the groups as they should.

    However, I have an enemy that uses pathfinding in it's own group (even in the same event sheet) and when I tell the boolean for the menu to deactivate this group, the enemies still move, and the pathfinding is obviously still working.

    Timescale won't work, because then you won't be able to use the menu currently.

    Is there another way, that I'm possibly missing to deactivate enemy pathfinding and reactivate it or another way to use Timescale to affect enemy pathfinding, while still allowing me to use the inventory menu?

  • Right now, I have all of my enemies "wandering" by traveling to a randomly spawned node on the layout currently.

    However, whenever an enemy is moving up, left, right or down I want their animations to change, so they change direction.

    However, with pathfinding currently, I'm having a really hard time knowing how to create an event to change the animations for it currently.

    It current looks like this:

    Pathfinding Screenshot

    Any help is always greatly appreciated!

  • Awesome! Easier than I thought! Thanks so much!

  • I can't seem to find a good example of this on the forums.

    If I have a player sprite, that exits one side of the screen (in this case, say the left side) to travel to a new layout, is there anyway that I can make sure when he goes to the next layout that he keeps the same Y (or x) position from the previous layout?

  • No, that definitely makes sense! Thanks a lot!

  • right now I'm using the "find path to (waypoint.x,waypoint.y)

    What would I use to set it up, to find the path to the waypoint that's the closest currently?

  • I want to be able to set up some waypoints in my project so when it's ran the enemies seem to wander the map to each of the waypoints so I can control where they can and can't go on the map.

    But, I also want them to look as though they are wandering randomly around the map. They can change direction, but I only want them to be able to travel to the nearest waypoint.

    Is there anyone that's had experience with this?

    I've been using the pathfinding example included with construct 2, and while it's absolutely awesome, I can't really seem to get it to work with what I need currently.

    Thanks guys!

  • I have an object that the player can approach, which changes the frame that it's currently on.

    I'm using the distance(player.X,Player.Y,Sign.X,Sign.Y) < 100 currently.

    It works just fine for the first sign, but it doesn't work when there are multiple instances of the same sign currently.

    Is there a way to get this to work with multiple instances of the same object?

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Hexxiss

Member since 1 Jan, 2013

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