SuperSciFi's Forum Posts

  • Said coat is always covered by the solid it is created on, since it seems LOS attempts to "see" the origin, which is inside the solid.

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  • I mean pick nearest combined with the condition that player has LOS of it.

    Nah I've already tried this: probably should have mentioned that, sorry.

  • Hi again, I'm really interested in your issue.

    I tried this solution, but I apologize if it is not what you're looking for.

    This somewhat works, but again since solids hide themselves in their own los it tends to be buggy. Whenever the player moves, walls within los to the player begin flickering. A bit closer but still looking for a better implementation.

  • I'm reading it and looking at the images and still don't understand what the problem is lol. But based on this : 'I'd like only the first wall in a player's line of sight to be visible, and make all walls behind said wall invisible. I'm asking for how I would implement this.', maybe pick nearest wall to player ?

    Pick nearest helps, but sometimes the nearest wall is behind the player and out of sight, thus setting the wrong wall to visible.

    Thanks for trying to help tho.

  • Do you mean making the wall solid and not solid at certain times?

    Probably not since I'd want the walls to still stop enemies and the player even without LOS

  • Check out this basic LoS code, there is an object behind the wall that the player cant see, using LoS to make the object visible or invisible accordingly.

    Note that all walls are visible, even ones the player shouldn't have LOS to (see the second wall behind the object)

    Now, applying the same idea to walls makes ALL walls invisible...

    I'd like only the first wall in a player's line of sight to be visible, and make all walls behind said wall invisible. I'm asking for how I would implement this.

    Also, I get that an object being a solid would block itself from being invisible, but I'm just wondering how to deal with that.

    Thanks for sticking with me so far

    Edit: fixing images...

  • Hi,

    I'm trying to make a horror game so what the player can and can't see is important. I've added a line of sight to my player character, and made it so if the player doesn't have line of sight to a wall or enemies, they are set to invisible. This works fine for all objects behind a given wall, but the given wall itself is ALSO hidden. I understand the logic that the wall being solid makes the player unable to "see" it, but I can't figure out a good workaround. Any suggestions for how to handle this?

    Tagged:

  • Is there a pick nearest function under the pick instance tab?

  • ScreenShot of error:

  • I can post the file, if you knew how. How do I do that, anyway?

    Sorry, I don't usually use these forums.

  • It says something is missing and to look at it in XML. I really don't wanna mess up the file, please send help.

    So it says a file is missing. Anyway to edit the file in XML format? Such as an editor? I don't want to ruin it any more.

  • Serious, it just doesn't work.

  • No, the bullet behavior Bounce off solids isn't random, and whenever I attempt to set a random angle on collision, it eventually clips through the wall. Any help?

  • Read the title my guys