Mogador's Recent Forum Activity

  • Thanks a lot,

    I have put your example in the complete project.

    One problem remains : when dezooming, I have MarkerNOT (landing zone being black when it shouldn't) while my cursor is not overlapping any object, do you see why ?https://www.dropbox.com/s/3y94n3d0kz86kma/PIB_ZoomProblem_2.capx?dl=0

    Mogador

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  • Thank you for your help <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I am not sure to fully understand. Does it have to do with absolute position ? As you proposed 99Instances2Go I am interested by an example of how to deal with it.

    Here is a capx : https://www.dropbox.com/s/vz1dpl8gq8427 ... .capx?dl=0

    • When you click on "Platoon" button, you have a landing zone icon on your cursor. I would want this Landing Zone to be on the correct position even if I am changing the zoom scale (the layout starts at zoom = 1, use the mouse middle button to change zoom)
    • After validation the Landing Zone, an helicopter will arrive and drop an infantry platoon, when I move this platoon (by clicking on it, and then left click on its destination), I want it to move to the point I have selected, even If I am not on the initial (1) zoom scale.

    I would have a better understanding with an example

    Thanks again

    Mogador

  • Hello,

    I am making a top view small RTS when I give orders to "police units" through the Pathfinding or the MoveTo behavior : https://www.dropbox.com/s/12uj3szkq95qn ... t.png?dl=0

    But I also have different zoom levels ont he map, managed as you can see on this screen : https://www.dropbox.com/s/pjx0anxtfqums ... m.png?dl=0

    When I give orders at the default zoom level (which is 1, the closest level), it works fine.

    But when I give orders while being on other zoom levels, the units goes to a wrong position. The furthest I am from zoom level 1, the greater the position is wrong.

    What is the solution to give the same position although being at different zoom levels ?

    Thanks,

    Mogador

  • Hello,

    It seems I need your help again ^^

    There is something I don't understand in this example : https://www.dropbox.com/s/yqna70ofmlg0h ... .capx?dl=0

    When I try to add new obstacles on the way of Zombies ans Civilians, I use Add Obstacle and Regenerate Around.

    So can you explain to me WHY, when I add the obstacle PoliceBlockade (line 30), I just can't make it a pathfind obstacle... unless one Policeman (line 70) dies ??

    I don't see the link between policemen and obstacles in this script. If I put Policemen out of the layout, PoliceBlockade will never become an obstacle.

    And that's the same for the object "District".

    Do you see why ?

    thank you for your help <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Mogador

  • Any idea, anyone ?

  • Yep,

    The object "District" has the Behavior Solid enabled from the start, but it does not make it an obstacles in my script

    This is another problem

    Mogador

  • Hello,

    There is something I don't understand in this example : https://www.dropbox.com/s/yqna70ofmlg0h ... .capx?dl=0

    My "Civilians" and "Zombies" move thanks to the Pathfind Behavior.

    And when I try to add new obstacles on their way, I use Add Obstacle and Regenerate Around.

    So can anybody explains to me WHY, when I add the obstacle PoliceBlockade (line 30), I just can't make it a pathfind obstacle... unless one Policeman (line 70) dies ??

    I don't see the link between policemen and obstacles in this script. If I put Policemen out of the layout, PoliceBlockade will never become an obstacle.

    And that's the same for the object "District".

    To see pathfind obstacles, you can display debu by pressing R.

    thank you for your help <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Mogador

  • Thanks again

  • Hello

    As I'm working on my project I can see a bug on the pathfind system you helped me to set : the game freezes if a civilian is trapped in a "diagonal street" (while it does not freeze if this civilian is trapped in a "straight street").

    Can you understand why ?

    https://www.dropbox.com/s/ddz6v5m0273uq ... .capx?dl=0

  • Yes, I've also noticed this debug. It will be useful, thanks again

  • Thank you very much, it helps a lot to understand how it is supposed to work

    I see that you made a timer called "follow", but I am not sure what it was made for ?

  • Thanks for your advice. I tried to put it that way but it seems I got it wrong as they keep ignoring ZombieAreas

    Can you tell me where I made mistakes ?

    dropbox.com/s/gf3re5wgm135ays/PIB_v3.capx

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Mogador

Member since 20 Jan, 2014

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