zumwaltwood's Recent Forum Activity

  • cyborgsattack.com/files/showcoinsample.zip

    I did a quick C3 project in R106 beta, I think it's what your looking for, I used touch event, so the player can be moved to coin, on touch, add to money, if player touches X destroy player, respawn player if dead in 2 seconds, reshow coin, don't loose player current money count, and player doesn't pick up invisible coin, on player die, show coin again

  • Oh now that's awesome, I'll put that in place tonight.

    Thanks for the reference.

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  • search is a disabled feature for now, but my temporary solution is literally a drawn image, but for the life of me, using the desktop version of C3, it won't put it on the right layer, going to try the web version

  • i need to be able to physically see the cone of view, a line around the outer border, does anyone have a sample of how to accomplish this easily? in other engines i would simply draw a line from origin down the left to max distance, then a line from origin down the right to max distance, simple right? i can't seem to find a DRAW method, so i am thinking i might have to somehow do a solid object but i need it to stretch out from origin to max distance that LOS would see, this is like fitting a round ball in a square hole and expecting the round ball to see past the square hole equally on all sides, that is virtually impossible hrm

  • Sent, hopefully you get it.

    Additionally, I changed up the LOS to custom and set that to a specific wall block and the building group, this showed me that the cone of view for LOS is from parent object origin, which means I need to somehow deal with inner cone, origin point of cone reference, with custom, it at least fires 1 time before not appearing to fire again.

  • I will have to create a new simple project to share with the same results, I can't share the current project.

    LOS distance is 300 with angle of 240. LOS distance matches Turret distance. Turret tracks target just fine. It literally is the LOS, and layers aren't the problem, Turret base is lower level than turret, Turret Fire is on same level as turret with spawn point slightly outside of turret, Turret on same level as fired object, which both on same layer as enemies and walls.

    With debug, Turret triggers but LOS sub event doesn't trigger

  • Sound does not play either, the problem is when I add LOS either as parent or child. I will add that additional debug like you suggest. Without LOS the turret event works just fine but obviously I have no LOS limit.

  • That's just it, my events the enemies are in line of sight, and they don't fire.

    They should, the moment they have LOS

    I'll try again with switching it around, I tried both ways

    And I will try what you suggested.

    Scenario A, cannon follows target, has target true, does not fire.

    cyborgsattack.com/files/ScenarioA.jpg

  • Hard part is understanding the floor to ceiling on the audio scale, I haven't figured that out yet, but I do

    Use slide bars for volume control.

  • cyborgsattack.com/files/notfiring.PNG

    So the basic concept is this:

    Cannons (actually the whole family but i have tried family to family, now trying cannon to family)

    This code, detect line of sight, as it is true, then the cannon uses the turret to rotate nicely to the cyborg, and looking at debug shows "has target" is true for the turret portion, but it never fires.

    Now, if i remove it from the LOS and put it alone, that then turns towards the cyborg first in group or nearest, and fires. The only difference is i want LOS because of obstacles in the way, without LOS it fires regardless of solid obstacles because Turret behavior has no LOS, only distance and angle.

    So what works in this setup, the turret or turret family depending on how i setup that thing, works for LOS, then when LOS is true then cannon in turret family rotates towards the target like it should, but never ever fires while in that LOS grouping.

    Only when i remove it from the LOS grouping does the cannon in with the turret behavior, work.

    What i have proven so far is that family units can target other family units and fire weapons, this removes a lot of problems in general for me, as in a lot of events down to just family vs family. But what i fail at is simply putting LOS as part of the behavior tree. I need turret so that i can control the rotate speed and then fire based on if it can fire.

    Any suggestions? i doubt this is a bug but probably something simple and stupid i am not doing.

  • cyborgsattack.com/files/img_0146.jpg

    cyborgsattack.com/files/img_0147.jpg

    Line of sight still has very slight issue but livable, however, pathfinding still screwed up.

    Should be straight line from player to pig with player seeing target.

    The arcing still has me baffled.

    I've attached images here, the starting thread includes the project if you want to play with it.

  • Ok, so in an effort to make a new project to give for Line of Sight problem, plus i found other problems due to path finding and solid objects, I found a way to make an insane thing, makes no sense, does nothing like it should, and is totally off the wall.

    cyborgsattack.com/files/pigsgoneape.zip

    I zipped up the construct 3 file, this is done in R106

    So what to expect.

    If you don't want to download the project, just watch the YouTube of this one, it is IMPOSSIBLE for me to explain this to the dev team, literally, i have no words to explain this, why it happens or anything, it is beyond my ability.

    youtube.com/watch

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zumwaltwood

Member since 1 Mar, 2016

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