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Shouldn't be a problem unless you have lots of events like this.
You can do this on Timer event every 0.5 seconds or so.
What's the problem?
Your array could look like this:
strawberry, 10
blueberry, 7
raspberry, 10
raspberry, 4
strawberry, 1
Why are you asking the same question again after it was answered in another forum?
Instead of "Add target" you need to use use "Acquire target" and "Has target" events.
Check if the turret doesn't have targets, then pick enemy instances and acquire them as targets.
Also check out the MoveTo plugin. It's a great plugin, easier to learn than LiteTween and can also be used for this task.
I see nothing wrong. This is how pathfinding works, it doesn't always move in shortest straight line.
Check the position of Origin image point in Sprite Editor - double-click your arrow sprite and select Image points on the left toobar.
Try moving "Find path" to the bottom of the event #89, after "Add obstacle" action.
Also, why do you have another "Add obstacle" in event #90?
Still, it will be easier to troubleshoot if you share your capx file.
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What exactly is your question?
You can add all enemies to a family "Enemies" and all orbs/potions to another family "Items" and do this:
On Enemies destroyed: Enemies spawn Items
This will spawn a random item when any enemy is killed.
There may be other (invisible) obstacles, or wrong collision polygons, or the cells size is too big.
Impossible to tell without seeing your capx.
Member since 26 May, 2016