Sir LoLz's Recent Forum Activity

  • Hello.

    for my project I'm going to have an area filled with random NPCs that meander. I want them to be randomized in appearance a little bit so everyone is not wearing the same thing. (among five to ten-sh outfits)

    But I'm not sure what would be better on the system. making just one NPC object, putting all the outfit sprites in it, and assign a value that the system will use to dress the NPC. or give each outfit it's own object and put them in an NPC behavior family?

    Thanks much.

  • Hello.

    for the path finding in my project I would like to set roads that NPC's will walk on, But the player can avoid. I Could block off ether side of the path I want them to take. But I think it might be easier if I can somehow invert the cells. to instead of marking a cell impassable if a "Wall" is in it. to mark a passable if a "path object" is in it.

    anyone know a way? or will I just need to do the first thing?

    Thanks

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  • Hello.

    I want ai in a scene to look as if they are using the 8derection behavior with no turning smoothness. to look like they mimic classic player movement. I set diagonal movement to false. But they still have a little smoothness when they follow the path. How can I set Ai to absolutely follow a path in 90 or 45 degree intervals with no smoothness?

    I set turn speed to crazy numbers. they do immediately face there detection as they start a path. But once they reach there first node they turn.

    the picture shows what I mean.

  • Hello.

    I want ai in a scene to look as if they are using the 8derection behavior with no turning smoothness. to look like they mimic classic player movement. I set diagonal movement to false. But they still have a little smoothness when the follow the path. How can I set Ai to absolutlly follow a path in 90 or 45 degree intervals with no smoothness?

    thanks.

  • that did it! thanks a ton man!

  • Hello.

    I'm working on an capture the flag like RTS were if you click the flag selected units will go to capture it.

    a flag will have a max number of carriers. Meaning if you have ten units selected but there are only five free spots on the flag. only the first five will first become unselected, then run to the flag to carry it.

    To achieve this I set the flag object with two variables. one called "maxcarry" and the other called "currentcarry". If currentcarry is less than maxcarry, The event would deselect then increase current by one. If I select one unit at a time then tell it to capture the flag. The method works. if there is a spot the unit will take it and if not it will stand still.

    However all units selected become unselected and go for the flag even if there is only one spot.

    How can I create a function/loop/event that will pick out the needed units, then send them to the flag in a what I would imagine would be a "first come first serve" style?

    Sorry I would attach a pic of the event, But I deleted it when I saw it did not work. it was just the condition that if currentcarry is less than max then deselect and go to the flag and increase current by one.

    Thanks

  • ohh that did it. Thanks guys!

  • here is a pic of the events that control it.

  • Hello.

    I have two behaviors for an rts like game. path finding and turret. The idea is that if an object is moving it will disable the turret behavior so they will only move. but as soon as they are done moving the turret behavior is enabled so they can fire.

    however upon testing I found that it turns the behavior on or off for all instances of that team. meaning that if at least one unit is moving none of the units on that team can fire. to try to fix this I added a variable "ismoving" that is 1 when is on the path and zero when stationary and added the turret behavior to the object instead of its family. however this did nothing.

    How can I make it disable or enable the turret behavior for just an instance based on if it is moving or not?

    Thank you.

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Sir LoLz

Member since 1 Oct, 2014

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