irina's Forum Posts

  • Ashley

    Thank you for your insight.

    ...cant find original topic but iw found one sample that works with dynamic obstacles:

    https://dl.dropboxusercontent.com/u/169 ... _nogl.capx

    Maybe this can be usefull?

    Maybe to atleest set priority of physics objects in the pathfinding?

    Your solution to head-on blocking does not work in the general case: if two objects wedge together beside each other (e.g. both trying to squeeze through a gap), both turning the same way will continue to jam them even worse.

    ...to add multiple checks: at 45° (to the left, than to the right), than 90° (to the left, than to the right) than reverse ... + earlier mentioned unit priority value to pushout other units?

    That shud solve any possible JAM, no?

    Arima

    Are you willing to share some simple example capx with your solution?

    Thanx!

  • Ashley

    Yes i know it is pretty dificult but just heat me out on this...

    If im not mistaking pathfinding is grid based?

    Can we somehow for every grid block set boolean value of 0 or 1 depending is it currently populated with passable (tiles, undergorwth etc.) or impassable items (solids, owergrowth, units... etc.) and calculate or recalculate move acording to the currently empty grid blocks?

    Units could have asociated traffic advantage values so that unit with lower traffic advantage moves (eg. 1 grid block at 90° to the right) if gets in contact with unit that has greater value of traffic advantage and that is in "path moving state"?

    Multiple selected units move to exact came location, spot... and eventualy stack on single grid block...

    but if it was "populated" they shud target closest empty grid block and find a path to there?

    Maybe multiple selected units could start movement with small delay in time so that one closest to the target coordinate x,y first calculate path and move... then second one, then third and so on?

    If two objects drive in to each other head on, do they both go in to 'path blocked' mode?

    easy.. they both make 90° (maybe even 45° would be enough) turn to the right, move to 1st empty grid block and recalculate path again.

    if we consider my traffic advantage values one could move for the other to pass...

  • Ashley

    May i make one sugestion?

    Can you create one more event in pathfinding behaviour that might get called "path blocked"

    where unit would on path that was once was clear and executed but in the meanwhile becomes blocked (by friendly units or maybe new solid obstacles) try to recalculate new path?

    thanx.

  • ok, iw found some sample capx.

  • Hello,

    is there a way to edit global saturation or luminosity for entire layer/s?

    I would like to add day/night cycle to mine game.

    Thank you.

  • Let him finish the Q3D SubPlugin first... then it would be probabliy more to see.

  • I would like to see if the plugin is intuitive...?

    Yea, i am waiting for that also... i am affraid that it is not noob friendly...

  • let me share what iw done... just select them all and click to move

    https://dl.dropboxusercontent.com/u/169 ... B/RTS.capx

    Maybe i am doing something wrong?

  • OK, i am opening template...

    added to "firendly bases" pushout solid behavior

    nothing happens... they overlap.

    then i add regular solid behavior

    they are solid now and i cant move them...

    i am now changing obstacles in Pathfind behavior to CUSTOM

    they can move now but they cant navigate proper path... (they seem to plot a straight line and just stop at obstacle)

    and enemy tanks are now crazy going straight through walls (i did not even touch them yet)

    and now im kinda lost...

  • Thank you for your advices but:

    1st solution is not working as one would expect...

    They are pushing each other over the solids... then glide, spin etc... lotsa wierd stuff...

    2nd is not working either... they are solid and they dont move.

    any other ideas?

  • sounds like a formation move to me...

    did you solved your problem?

  • looks amazing... aldo game crashed after 1-2 minutes...

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  • Hello,

    I see that pathfinding... (or more likely units moving along path) still suffer from terrible overlaping.

    If you move them several times (a bit further path), they eventally all end up on top of each other...

    I persume that this is never going to be fixed...

    (maybe its not even considered as an issue)?

    Does anybody know, is there some sucessfull solution for this?

    Thank you!

  • QuaziGNRLnose

    so... inside mode is like... 3D is between other 2D layers?

    (that is something that is interesting to me)

    If so... can it be fixed?

  • Three.js UP is DOWN in Construct2.

    Sorry for my ignorance... but why is that so?

    ...can it be normal?