[Plugins/Behaviors] Rez Repo

  • >

    > >

    > > > Nice plugin! Is designed to make RTS game using your pathfinder plugin?

    > >

    > > Yes you could with a bit of messing and lerp.

    >

    > Here is a quick example I knocked up.

    Would it be possible to see the capx for this example? I've been trying to reproduce it without luck.

    Here it is. It's a bit messy, I've realised using lines of sight makes terrain costing not work so need to figure out another method for this.

    Hope it helps...

    Rez

  • Was trying to do a bit of Catmull Rom, but it seems the plug has some wonky nodes.

    Shouldn't they be static after the generation?

  • Was trying to do a bit of Catmull Rom, but it seems the plug has some wonky nodes.

    Shouldn't they be static after the generation?

    For some reason I didn't notice your post newt, sorry. I'll have a look into this ASAP.

  • > Was trying to do a bit of Catmull Rom, but it seems the plug has some wonky nodes.

    > Shouldn't they be static after the generation?

    For some reason I didn't notice your post newt, sorry. I'll have a look into this ASAP.

    If you move the "Every 0.1 seconds" events to the end it doesn't fluctuate. The result is basically the tile size multiplied by the grid coordinates so their should be no wonky nodes at all. Wonder why this occurs, obviously the "Every 0.1 seconds" is interfering somehow.

  • Yes, that is kind of strange. I recently had another issue with every x seconds.

    For some reason it was interfering with picking in instances, and only worked for one instance.

    Guess we might get Ashley to check that part out.

  • Hi guys

    I have been thinking about this to a project of mine, but have some things I worry about and hope you can help me determine if this is something I really should use.

    The project would involve many enemies from different places on the map all trying to get to the player. These should work kind a RTS were they do not walk into each other, but the enemies do not have to seem smart at all.

    Is there any way this system can be used for a thing like this with C2? and still keep a reasonable load to the CPU?

    If anything is unclear in my question, then please ask and I will clarify everything.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hm.. This might be very useful for my AI Monsters :p

  • Hi guys

    I have been thinking about this to a project of mine, but have some things I worry about and hope you can help me determine if this is something I really should use.

    The project would involve many enemies from different places on the map all trying to get to the player. These should work kind a RTS were they do not walk into each other, but the enemies do not have to seem smart at all.

    Is there any way this system can be used for a thing like this with C2? and still keep a reasonable load to the CPU?

    If anything is unclear in my question, then please ask and I will clarify everything.

    You could use this path finding or it could be possible to script it using collisions, move to angle and a line object for sight. Many ways to do what you say, experiment!

  • Hi 00Rez

    I have tried several ways to combine a line of sight element and a player element, so several instances of path finding can be achieved at the same time. I have no luck and the capx I have at the moment is quite messy.

    The idea was to somehow loop trough all instances of players and take a specific line of sight element and then do path finding and smoothing with this. Somehow the line elements get mixed up and when one player has line of sight to the goal, then all ges straight to the goal through blockers.

    I would love to see an example where two or more elements use path finding at the same time. Any help is most appreciated.

    Regards Traeve

  • Hi guys

    I have now successfully found a way to have multiple units using path finding at the same time. Each of these also use a line of sight element to smooth the movement. All seems well, but when a new instance of the unit is spawned and path finding is tried with this, then the game freezes.

    It can be seen in a simplified capx here

    dl.dropbox.com/u/4709324/Ny%20mappe/index.html

    Spawn a new zombie by pressing mouse left click and each time a

    black square with a red border appears, then a path has been calculated for the zombie its on.

    The project folder can be seen here.

    dl.dropbox.com/u/4709324/Ny%20mappe/Problem.capx

    At the moment i have striped away movement of the zombies, as this seemed to work fine and only finding the path is bugging med.

    Any help most appreciated.

    Regards Traeve

  • Have found a solution.

    The pathfinder should of course be activated for each instance that is created.

    Sorry to bother you guys. Awesome plugin by the way.

  • Awesome Plugins! <img src="smileys/smiley1.gif" border="0" align="middle" /> many thanks for sharing them with us.

    for the pathfinder, you got any idea how to get an event for arrive at the final destination, without using collision check or something like that?

  • Awesome Plugins! <img src="smileys/smiley1.gif" border="0" align="middle" /> many thanks for sharing them with us.

    for the pathfinder, you got any idea how to get an event for arrive at the final destination, without using collision check or something like that?

    Hi Xeed,

    In the demo a "Position" variable is used to keep track of the position on the path. You can use the expression "PathLength" and then compare the current position to see whether they equal. You can then trigger an event using this comparison.

    Hope this helps.

  • Hello.

    Is it possible to use the behavior 'Bullet' with this plugin ?

    Please show an example.

  • great plugin, im experimenting with this pathfinder, with multiple agents, it already works but it keeps jamming and gives an error in chromeconsole

    its a bit hit and miss sometimes it crashes in first seconds, mostly under 30 seconds ( i have speed up the runs, but slow crashes too)

    someone any thought on the error, not sure if its the plugin or something else

    astartest

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)