facecrime's Recent Forum Activity

  • Ouch, obvious. Thanks!

  • Hi,

    I want to place invisible triggers as gameobjects in my layout. When building the level I need to see them, so in the editor they shoul be visible but in the game not. What's the smartest approach?

  • Problem then is, I need to check against the bot type's health as it's different for other enemy types.

    If I change it to 'enemies' how do i make sure everyone in the family compares it to their specific health?

  • Hi,

    I'm having problems with adressing enemies in a family. Generally applying damage to members doesn't seem too work correctly, can someone give me a general idea what the correct approach is, to reference an individual in the family?

    I'm defining damage on collision per family and have my individual enemy types react to it differently, but i always get an individual per type not reacting correctly. How should i reference them correctly?

    Example:

    The 'enemies' family has a 'damage' variable. When hit I add to its damage.

    [attachment=0:1l3cmgrv][/attachment:1l3cmgrv]

    As each member type has different 'health' values, each member should compare the damage they took against their own health.

    [attachment=1:1l3cmgrv][/attachment:1l3cmgrv]

    Isn't this how it should work?

  • where's my reply gone? anyway, repeat:

    sounds like a good approch, to check tags, but for that I'd have to get info from my turret's targets. Is it possible to reference those? Can I fetch my current target's variable data?

  • My object uses the pathfinding: upon acquiring my player as a target through a turret behaviour it finds a path to it and then moves along it. When doing so it doesn't move at a consistent speed though. It's like it uses vastly different speeds between different waypoints. Any idea why that is? Ac-/Deceleration are both set really high, so this shouldn't play a role.

  • Any ideas anyone?

    I read about IIDs and UIDs but have no idea what to make of those ..

  • Hey everyone,

    I'm trying to set up a simple AI with multiple Turret behaviours on one object. But the behaviours don't seem to make a difference about what target type gets into which behaviour's range.

    I want my little dude to approach my player when in range and in another behaviour attack an enemy when in (another) range. But with the attack range being larger and therefore triggering first, my little dude just attacks the player upon getting in range.

    Any idea how I could keep the two behaviours seperated?

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  • thats weird, I added "has gamepad", it doesn't even do anything useful but now the pad is recognized.

    thanks!

  • assuming it's not your player object, which you could simply ask for it's input (?)

    • you could either check your object's '.angle' when the object has some speed (meaning that it's probably moving in that direction, no?)
    • or if thats not corresponding in your setup you could store away your object's X and Y to compare your old x and y position to your current one
  • Hi everyone,

    trying to get my xbox 360 wireless to work, but i feel it's not being recognized by construct2.

    tried a few things but shouldn't this (see pic) be working already? simply extended the topdown shooter template

    thanks for your time

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facecrime

Member since 25 Mar, 2014

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