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    Sure, if they buy the game, that's a different story. But that's not necessarily what we're talking about here.

    Most browser-based games are not 'bought' but instead are free. This creates a real issue in cheating because of high scores tables, in-app purchases, etc.

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    I don't think that solves any issue, especially if you hack using the method I describe in my first post.

  • I agree with TELLES0808 here, it would be nice to have just as a user-friendly kind of thing.

    Perhaps salting or some form of security could be something for future consideration into C2.

  • Nevermind, apparently that isn't the issue either.

    I'm not sure what is going on. The computer object keeps alternating between calculating path true and calculating path false, causing a hang.

  • TELLES0808, that doesn't seem to be the issue here (I set the size smaller).

    However, I think I have found one possible reason why it hangs - if in the case there are two or more objects with equal distance, the game fails to identify which is shortest.

  • I'm currently running into the issue where I have to calculate distances along a path (and not direct distance). This prevents me from using the distance() function, and instead use Pathfinding's find path.

    Is there any way we can get an expression for path distance in pathfinding?

    TELLES0808, Ashley

  • I think I almost have it. Distances are calculated now, but sometimes the game seems to hang in calculation. In other words, in the debugger I see 'calculating path' constantly change from true to false and the 'activity' variable (which tells what the object is currently doing) change from 'action' (meaning paths have been calculated) to 'path' (which is when it is calculating paths).

    However, I'm not sure why there is sometimes a failure to determine distance.

    Definitely agree with TELLES0808 on the suggestion for a 'path distance' expression of some kind that will let us derive the distance from a calculated path. I'll post in the general forum as a suggestion.

  • TELLES0808, I have implemented something similar to what you described earlier, basing my events off of the wonderful

    However, I am having problems getting my arrays to actually fill out. Here's what happens in my events:

    Each time a computer object is spawned (three spawn in my game), an instance of an array called enemyDistance is created. The UID of this array is then assigned to the arrayUID instance variable of the computer object. Since 3 computer objects are spawned, there are 3 instances of this array and each one is assigned to 1 computer object.

    The enemyDistance array is set to have a height equal to the number of player objects on the board. The idea is to use pathfinding's find path to calculate the distance from the computer object to each player entity. After all the distances (the UIDs of the objects are also stored) are calculated, the game is supposed to pick the closest one (based on path and not actual distance, which is the whole point of this setup) and set it as its target.

    However, right now the distances aren't being computed for some odd reason, so all the distances stored are equal to zero. Can someone take a look and help me out?

    <img src="http://i.imgur.com/6eV7Vaq.png" border="0">

    Relevant events:

    <img src="http://i.imgur.com/ZivGRqz.png" border="0">

    <img src="http://i.imgur.com/ue0uqdG.png" border="0">

    BoardGame.capx

    This is something I just wanted to bring up, as it has been lingering in my mind for some time - is it possible for a user to mess with the JavaScript in a C2 game and alter the game (cheat)?

    I understand C2 encrypts things, but anyone who understands how trainer programs work should be able to figure out something given time and change.

    Take for example a game where I have a weapon with 10 bullets. I do a JavaScript search for the number 10 and keep track of all instances where 10 shows up. I then fire a bullet and have 9. I then search each of those instances in the JavaScript code and figure out which ones changed to 9. If there are multiples, I fire again and figure out which one changed to 8. Eventually I have the number that is keeping track of my ammo and will be able to edit the JS to give me, say, 1000.

    This problem is easily mitigated by releasing as an app, but what if I don't want to do that? If I am legitimately releasing a browser game, what is the possibility of cheating and what measures does C2 take to prevent that?

  • TELLES0808, how does your example apply to multiple player objects? I think your implementation is probably the best one for my usage but I'm having issues adapting it for multiple entities owned by the player.

    And I definitely agree with your suggest to ASHLEY.

  • zatyka, I think the issue here is the assumption I have a pathfinding object that is moving.

    Since I am trying to find the closest object that can be pathed to, I would probably have to path to all four corners of the board to determine which object is closest along any path.

    Running a pathfinding object four times will take time (possible noticeable game lag) and CPU :(

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Excal

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