# Aim AI: predictive aiming

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Units do not overlap each other and use different ways if there are several free ways.
• Wow, this sounds pretty nice...

This would be great in making different difficulty settings rather than the far too often seen "let's just increase enemy hit points and add more of them"

Reminds me of a Futurama quote during one of the What If... episodes... The Space Invaders scene where he said "Shoot where they are going to be, not where they are..."

• Haha, love Futurama Yes that's a good idea - you can use the dumb aim for easy mode, and linear aim for hard mode to make the enemies more intelligent. I'm all in favour of ways to make games harder via gameplay rather than spamming you with more enemies.

• I for one actually understood the maths although it took awhile

• Hm, well, any chance to get a look at that cap again?

• This thread is over 3 years old!

Look HERE for the original thread and caps, although whether they will still function with the much newer version of Construct Classic is anyone's guess.

• Thanks for the hint!

Well, at least the math should still work, no? I'm sure I can rebuild the rest of it.

• Its 4 years old

• Hi Ashley and any other math geniuses,

I've re-implemented the Perfect Aim formula that Ashley created from here: http://69.24.73.172/scirra/forum/viewto ... 9399#p9399 into Construct 2.

It works great - but is there a way to get the predicted point of intersection (X, Y) or at least the TIME of when the Bullet will meet the Target?

Thank you!

• Well the speed is in pixels per second, so if you have the intersection you could use distance() to figure out how long that would take.

Use pythag to get the intersection point.

• Well the speed is in pixels per second, so if you have the intersection you could use distance() to figure out how long that would take.

Use pythag to get the intersection point.

What am I inputting for Pythag, and how does that give me the intersection point?

• Well you need two sides with a right angle.

Do you have that?

Otherwise I think it's getting the intersection point from two vectors.

Can't help with that.

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• Well you need two sides with a right angle.

Do you have that?

Otherwise I think it's getting the intersection point from two vectors.

Can't help with that.

Yeah, it's not likely a right angle triangle every time. Thanks anyways