irina's Recent Forum Activity

  • Can someone explain me why i cant get my unit to reach desired coordinate by pathfinding?

    ...i mean its nearly there but its allways several pixels off.

    is there a way to get it to move to targeted coordinates exactly?

    thanx

  • megatronx

    check this example, its quite similar on what i had in mind.

    https://www.scirra.com/forum/download/file.php?id=10494

    (original thread: https://www.scirra.com/forum/no-name-isometric-rts_t98057?&hilit=units+movement&start=30)

    here one can set units to solid when they are not moving and regenerate obstacles.

    and when units are moving remove solid behaviour and set some proximity check and when they are too close decrease its speed so they wont colide or overlap...

    ill try to produce that as best as i know and if i get good result ill share it.

  • Katala

    Hello,

    Do you care to share your projects capx so we can learn from it?

    Thanx!

  • iw tred that but units are behaving unrealistic... pushing eachother every wich way...

    only way i think of it that could be done in realistic manner is when units are selected we set that number to variable and on move click we create same number of destinations in certain formation so that each unit targers its own destination (that coordinate save in units variable) spot and than move them in order of proximity... closest starts first and so on.

    And then use FOW for speed corrections so when unit has in designated FOW other unit it reduces its speed untill fow is clear... and call that units variable to recalculate path to target.

    but i dont know how to set each selected unit to its position in formation... but i think that is the key.

  • megatronx

    Hello,

    Any success on this matter?

    BR

  • nah.. its all ok... hes approach has flaws.

    basicly bullet travel distance must be replaced with something better becouse disabling units bullet and platform at destination causes that following unit overlaps it if it has not yet reached desired travel distance.... especialy if it gets pushed by another unit from behind.

  • Thanks, i'w seen and tryed that also... but its not working as it should... units still overlap eachother when in large number and are guided (moved) several clicks in the row and theres no pathfinding involved.... try my capx

    https://dl.dropboxusercontent.com/u/169390986/PUB/RTS%20project.capx

    Existing C2 pathfinding is not good for multiple units with colision.

    I have a basic idea what needs to be done... but since i am not coder i can't produce desired AI behaviour...

  • Fireche

    hi, iw tryed your approach but i still have units overlaping eachother after several clicks with larger group of units...

    please... can you take a look... am i missing something here?

    https://dl.dropboxusercontent.com/u/169390986/PUB/RTS%20project.capx

    tnx!

  • TheWrappening

    Thank you but iw been doing that for some time now and theres nothing like what i need outthere...

  • Hello,

    I am trying for quite some time now to create units movement like in RTS games but with no luck...

    I am willing to pay someone that can produce such smooth movement.

    So that units use pathfinding but also interact/colide with eachother (not overlaping eachother and don't bounce of eachother etc.) and with other units/statics while moving.

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  • hm... noone thinks this is a good idea?

  • Hello!

    I recently encountered some serious problems when using multiple behaviours.

    I noticed that they very offten colide with eachother and break the desired combination of behaviours.

    I would like to propose to Ashley and Tom to allow us to chose and set behaviours hierarchy.

    Curently we have in behaviour selection window option to move particular behaviour up or down but i did not notice any functional difference (correct me if im mistaking).

    Could you guyz set behaviours hierarchy acordingly to their defined position in units behaviour window so that second only work as long as it dont breaks the logic of the first one... and so on... and on...

    I think that would be very helpful in creating some complex behaviour combos.

    Thanx!

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irina

Member since 26 Apr, 2013

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