mcart's Recent Forum Activity

  • Hi,

    New *.capx here: holder.lt/capx/TurretAndLOS3.capx

    Maybe I wander with logic. But if you look to events shit, you will see WORKING AND NOT WORKING EXAMPLES, with some Differences. (In working example you add "foreach").

    Construct 2 not show any alerts, as there is no reason. But do Turret working correctly?

  • Your example of not quite right ... If the test better, you'll see that adding more players, and moves with it on the screen, some of Turret start to shoot into the wall. If you try to get rid of the problem, you will see that the turret began gliching then try find target. Also you will see that when a player leaves behind a wall, turret sequence it anyway. But if you really try, and maybe circumvent possible failures.

    But turret target mode work good ( I tried the following principle, but personally I refused, for reasons previously mentioned )

    Do not forget about multitargeting.

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  • Friends, I have found a better solution. Improve decision making in the TurretAndLOS 2.capx and fix some issues. If someone interested, contact me.

    In the meantime, we look forward to what the moderator said, and what will be their verdict on the bug.

  • Finally succeeded in finding a solution (work around) for multi-targeting. I'm not sure whether entirely correct and error-free. But I have not found a better solution.

    Still need to adapt pathfinding. When I finished, I will share.

    Also I do not know how I will be able to synchronize On turret shooting action with peers ... But that's another problem, which is still pending.

  • It seems I have found a simple solution, but I am not sure or do not miss anything.

    Also in this * .capx file ( holder.lt/capx/TurretAndLOS2.capx ) i give two examples:

    1. One example is working, and quite good.

    2. On the other practically identical, but there is one bug, then start layout ...

    Check the sound What goes on

  • *.capx here:

    holder.lt/capx/TurretAndLOS.capx

  • Problem Description

    This is a bug.

    In real time using the Turret and LOS combination Turret target mode incorrectly interpreted and not separately for each facility, and according to a certain sequence all at once (I'm guessing that every tick). This raises a major problem in the Turret no longer respond correctly to the target and not correctly using target mode.

    The problem is bypassed through the "For Each" but then there is a problem elsewhere.

    Steps to Reproduce Bug

      There are several different ways to provoke this error. Try Turret and LOS combinations for multitargeting. Use solid walls. One of them: 0. Turret range = LOS range; LOS view - 360 1. The first target must be visible only for first Turret. 2. The first target must be behind the wall from the second Turret and not seeable for LOS. 3. The second target must be visible only for the second Turret. 4. All three steps must be performed one after the other. Better one time show, than 1000 times tell.

    Observed Result

    As soon as the second target becomes visible in the second Turret, LOS begins to "ignore" solid wall, because Turret target mode stops functioning correctly (or nearest, or fiurest, every time difference)

    Expected Result

    Turret and LOS combination - Turret target mode incorrectly interpreted and not separately for each facility, and according to a certain sequence all at once (I'm guessing that every tick).

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Win 7

    Construct 2 Version ID

    I try only 176 and 216.

    *.capx here: holder.lt/capx/TurretAndLOS.capx

  • This is a bug.

    In real time using the Turret and LOS combination Turret target mode incorrectly interpreted and not separately for each facility, and according to a certain sequence all at once (I'm guessing that every tick). This raises a major problem in the Turret no longer respond correctly to the target and not correctly using target mode.

    Are you understanding what I mean?

    For this reason it is necessary to seek a solution through the round.

    Tomorrow I will start all over again.

  • I agree with you sinistar99!

    Yesterday I went to bed, thinking that I was able to make a logical AI ... Unfortunately, today when returning to a draft, very disappointed. F *** AI in MP.

    I do not even what to say - time spent in vain and not more.

    ... LOS, and Turret combination. Also ... families and foreach. All of this trash is incompatible with any multiplayer game if players moving and AI enemies too.

    Why Turret and LOS can not be one LIB? Why? All you need to Turret can not see the target through solid object.

    But I'm not giving up. ... that!

    Men, this is war! And I got an idea!

  • Hi,

    I known this fact. Thanks for the clarification.

    I was able to describe the algorithm that controls the enemy units on host side and sync with peers.

    The moment I got stuck at how Turret behavior Selecting target before shooting. As soon find out, I will give to know.

    If someone can share their experience with a great desire to wait.

  • Help pls - it kills me for more than 2 weeks, every tick

    Is there a way to combine: Turret, Line of Sight and Path finding in multiplayer game. All combinations just suck glitch and make me angry. The biggest problem is that the AI firing into the wall, since for the player to a shorter distance. Or ignore the other players and selects only one. I've tried more than 5 different ways. Changes the distances, viewing angles, events algorithms, variables and etc.

    The problem persists. It seems to me that such a combination is not suitable for the multiplayer for a number of reasons.

    Guys, can you help break through the ice? I've reviewed a lot of tutorials on the Internet, there's talk about basic things. This is not my situation.

    I just want to correct, decent and optimal solution.

    Can you advise? Maybe there any examples where the combined Turret, Line of Sight and Path finding in multiplayer game?

    Thx!

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mcart

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