TheWindmiller's Recent Forum Activity

  • I don't get it. This tut is for stuff after the guy has arrived at the end of his Path, my issues are that I don't detect every click to find a new path when there are solids on the map, and that the pathfinder sometimes chooses to act awkwardly.

  • Hey, sorry for delay, had to get back home so I can muster up a quick example project.

    dropbox.com/s/ahqhj1dv3mrj444/PathfinderIssue.capx

    Don't mind the snapping at the end of the path that sometimes snaps to the wrong tile object.

    To get an idea of my issue, please click around on the green tiles and get a feel of two things:

    a) that not every click responds - actually every other does

    b) click longer destinations and see that sometimes the pathfinder decides on some pretty weird paths while it doesn't even go close to the sole obstacle in the middle

    After you try this, just delete the instance of the obstacle object and try the same again to see how much more fluid and responsive it is.

    I've tried this on at least three different machines and it acts the same - albeit all of them were on Chrome.

    Any help or insight would be hugely appreciated, thanks in advance!

    CHeers!

  • Hi guys.

    I'm having this very odd issue with the pathfinder behaviour and its breaking my balls.

    First to mention: I have rotation disabled and a very fast rotation speed set despite that so the lag which is normally filled by rotating the sprite is minimal - I am aware of that bug so the problem does not concern it.

    So here's the thing, I have a layout set up, pathfinder works works great, goes where it has to, always finds shortest route, its fast enough. But then I add an object with the Solid behavior, only one, and the pathfinder freaks out. Several things begin to happen.

    a) every time I try to send the pathfinder object someplace, I have to click twice with the mouse, as the first time nothing happnes (almost every time),...and I'm not talking about delay, just nothing happens (mind you this happens only after I've introduced an object which the pathfinder has to aknowledge - and it is small and the pathfinder cell size is small enough)

    b) the path is veeery chaotic...sometimes it goes in the right direction...slows down, accelerates again, sometimes it would make very odd curves as if going arround some invisible object...and there is nothing there Im certain.

    c) it generally starts to feel buggy, now, I've tried out the pathfinder demo that goes with construct and there it works fine,...I can't put my finger on what im doing wrong. If someone has experienced something of the sort, I would immensly apprciate you sharing how you fixed this.

    Cheers!

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  • My hat goes off to you sir, to both you for the response. This is exactly what I needed. Still new but you guys are awesome. Thanks again!

  • dropbox.com/s/sit25qtanz28tiu/TileTest.capx

    I made a quick test project. I want to do the following:

    On Layout Start, I want to Create the IsLand sprite object on all the Black tiles and the IsWater on all the blue tiles. Just these two tiles in the entire tilemap for this particular example, although won't be the case in the larger project.

    I would immensely appriciate any help on how i can actually do that.

    Very thanks in advance!

    Cheers!

  • At work currently - been browsing through the forum and can't find an explanation that I understand on the subject. I'll upload and example later on though, thanks!

    P.S....my curiosity is killing me though, how will I go about doing that?

  • Hey, thanks for fast responce.

    The thing is, as I understand it, every tile in the Tile Map has an ID...for example I have a tilemap object with only 2 tiles to pick from, one Black (Tile ID 0) and one Blue (Tile ID 1). I paint the whole object in black tiles and just paint a river with the blue tiles. I want to run an event, that upon loading the layout Picks all the Black tiles painted, and places an object of choosing upon it - not important, and then picks all the blue tiles painted and places a another object on all of them, something like:

    Conditions: On start - Pick All Black Tiles

    Actions: Create Object on X.Y of Black Tile (Tile ID 0 or somthing of the sort)... can I do that in anyway?

  • Can I, for example have a tile map with black tiles and blue tiles, can I detect all my placed black tiles (same Tile ID) and place a specific object on all of them, and place another such on all blue tiles.

    Thanks in advance, and sorry if its been discussed I just can't find this specific scenario wich eludes me so far.

    Cheers!

    P.S. Place an object on Load Layout for example, by placin something on the X, Y coordinates of each and every tile of the picked sort (for example, black)

  • Hey, thanks a million!

  • Hey Thanks....erm, how do I go about doing that?

  • Hey there, new here. actually I've been playing around with construct 2 for something like 2 weeks now but I'm hooked big time.

    I have this issue, you see, I want to call a function that picks a random tile object that I have and sends another object (via Pathfinder) to its X, Y. Nothing revolutionary. You see, I want to make the Function keep in mind the context of the instance of the object I want to find a path for (instance of object Pather), but it ignores the Picked Instance Condition (that calls the Function) and juts sends all of the instances of said object down the path. It looks something of the sort:

    On Call Function (Wander): Pather: Find path to Tile.X, Tile.Y

    Pick Random instance of Tile: Pather: Move along Path

    and then I call the function with

    Pick Instance by Evaluate *something*: Function (Wander)

    but it doesn't pick the instance of the evaluate condition, but instead does the function for all instances of the object (Pather)... A bit of redundancy in my describtion, I apologize but I really want to get the message across. Thanks!

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TheWindmiller

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