WRS's Recent Forum Activity

  • Thank you very much, you not only helped but also broadened my horizons about the possibilities of the designer)))

    I will wait for more cool examples from you!)

  • Thank you very much. I removed the line UID 2 but it only helped half. I added a line to check the speed when moving and if it drops to 0 then reload the search path.

    But this is not the right decision. Since UID 2 is food. And if food is absent ants should go about their business.

    That is, we can not remove the UID 2

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  • The same situation happens if I try to copy everything completely. That is, I create a new file, copy all the objects from this, all the conditions and simply transfer it to another.

    As a result, the Ants also measure up. File similar to the original. What could be the reason?

    As I understand them, the speed of movement of the post becomes 0. But why is this happening I can not understand

    File

    yadi.sk/d/mt75CqIbw6VMMg

  • I found an incomprehensible pattern.

    I can not understand what it is connected with in this layout. Maybe you can help me figure it out.

    in 1 line (at the start of the layout) we destroy the FoodPile object

    So here. If this object is not destroyed, then the ants measure in place.

    Even if we turn off the scripts with FoodPile everywhere and we’re not going to use it, (but at the same time, we’ll leave it in line 1), all ants will move normally.

    How is the destruction of the object FoofPile at the start of the layout with the movement of ants? Considering the fact that we do not refer more to FoodPile anywhere.

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  • Pumped up the translation))) Thank you very much)

  • Thanks a lot, now I see what my mistake was. You rescued me! 1000 thanks again !!!!!!

  • Yes, I do not use the search path, I have my own system of movement.

    The problem is that I get an angle, that is, I see that he stumbles, say, at an angle of 35 degrees and plus him 25 degrees so that he comes out, but often he just gets stuck and starts spinning in the wall.

  • I can not understand how the behavior of SOLID. I thought that if the behavior of the wall is solid, then the object say the enemy should not go on it. How to make so that enemies would not pass through walls?

    What condition should be so that they bounce off the walls (for example, just like when using bullet behavior)

    I can not turn the enemy at some angle, since I do not know exactly how angle he faces the wall.

    Whatever I do, if the corridor is narrow, and there are many enemies, they simply overlap the walls.

    zombie.Angle + 90 if I put expressions like this. Then the enemy just starts spinning in the wall

    I need him in a narrow corridor to go along the wall if you oppose her.

    How to make so that the enemy was walking in the length of the wall?

  • I did so. Again, something is wrong?

    1. When taurel with the help of LOS sees the enemy

    2. Taurel set the target enemy + spawn bullet

    So the same does not work

  • I am unfortunately very far from programming, and as you described this next level, I have not yet been reached.

    Could you share the project? Or show an example of what variables, how to set them up? I am stuck in my project at this moment if I use the functions to find the path, then the system hangs already for 500 copies, and this is only a simplest way search.

    I really need your decision, because I myself can not figure out how to generate such behavior of my enemies and despite the fact that they then all gather at the point that you are pressing ... This is just awesome.

    Here is my mail boss.onegk@ya.ru I would be grateful to you all if you would help me solve this problem.

  • Taurel shoots through the walls. How to be?

    Already there was a topic but could not find an answer.

    The guns are worth the behavior of the taurel, the problem is that she ignores the hard walls and shoots through them.

    I added the "Field of View" behavior so that the object was initially visible visually, but it also did not help, the object is visible behind the wall, the gun is aimed at it and shoot at the wall.

  • Hi, excellent result, is the number of objects with finding the path and the system does not slow down? Please help me figure out how to implement this. This example would help me a lot with the implementation of my project.

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WRS

Member since 2 Feb, 2019

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