1StepCloser's Recent Forum Activity

  • What do you need help with?

    Problem: When modifying an existing return function's parameter input values, I'm not able to see which parameter I'm modifying.

    Image 1: Parameter interface shown when you first start adding the parameter values.

    Image 2: Parameter interface does not show when modifying the values (unless you wipe all values clean and start over)

    Desired Result: Parameter interface shows when modifying any of the parameter values.

  • Only shows parameters when at the start of the function.

  • could it be a mouse issue? sometimes when I click too fast or double click (or set my mouse speed all the way up), it quickly changes focus to wherever my mouse is... and I will type S..P..R.. and realize I'm not in the search field.

    It can even happen when pressing enter at step 2 rather than clicking with the mouse.

    After further testing it looks like this is the trigger to cause focus to automatically divert away from the search box:

    1. Add action or condition

    2. Select an object

    3. Go back out into the condition/action page

    4. Select another object

    5. Loses focus each time.

  • Any update on if this is getting fixed? It certainly messes with workflow:

    1. Add condition

    2. Select object for condition

    3. Type condition using search *(Can't do this because it doesn't focus search box anymore)

    4. Press enter to pick that condition

    At step 3 when I start typing focus goes to back button, so when I hit enter I end up back at selecting an object for conditions.

  • Sounds like you would need 70 with the variable. My best approach would be to focus on the item/room and only allow objects to pathfind to it if their variable matches the variable of the item/room.

    Thanks for the input, So it seems like the method you are proposing is a means of preventing the pathfinding from occurring if an object is pathfinding to an object enclosed in a room of a different relation, rather than relying on pathfinding to filter obstacles based on relations?

  • As above then, make them separate objects which is the norm

    So I have about 70 characters in my game, are you saying I would effectively need an object per character per relation type? (If I had say an ally, neutral, and enemy, and I have 70 characters, I would need 210 character objects?)

  • Here is an example lionz:

    In this case, the player is automatically locating an item needed, it is located in a room with the access point being the door. I can simply disable the collisions of a door for that object type but it will allow enemies to also pathfind through doors, which is a mechanic I don't want.

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  • Scenario: A character needs to retrieve an item that is within a room with a door closed. It will not find a path because the door is an obstruction.

    Goal: Doors are not seen as obstacles if their relation matches the characters relation (Ally/Enemy)

    Issue: Physics, Line of Sight, and Pathfinding are all object-based not instance-based, so using a variable (Relation = Ally) is not useful for setting instances as obstacles, because any character can potentially be any relation, thus enabling a door for that object will negate the purpose of relations.

    Any ideas on how to approach this issue?

    Tagged:

  • Is there a method for tracking errors from the console back to the event sheet?

    Tagged:

  • I believe you are referring to the individual tables within the advanced random plugin?

    If so, yes, my advanced random table has hundreds of probability tables so I was trying to avoid that, but it seems I'll have to:

    1. Whenever a probability table is created or altered, save a key value pair in a dictionary.

    2. When loading a game, loop through that dictionary to restore the state of the advanced random plug-in.

  • Thanks for the rapid response newt, that's unfortunate but expected.

  • I'm running into a situation where loading the full state of a game does not include the state of the advanced random plugin. If this is the case, I need a way to save the probability tables within the advanced random plugin so that I can restore it's state.

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1StepCloser

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