OneManHorde's Forum Posts

  • 14 posts
  • This is the mirroring part. "mirror_fragments_clock" is basically an analog watch. So every time the clock hits, I check if the sprite is moving left or right. So the problem was, when an enemy unit was created on the right side of the screen, the mirror code checked for the unit's pathfinding angle. Since all objects were created with 0 degrees, they were facing right for a moment, even though they were moving left. I solved it as I said, but that was the root of the problem.

  • I can't change the angle of units, unfortunately.

    I fixed it with another method. I added an object with fade behavior. Unit spawns, fade-out starts, and the object gets destroyed. Child count goes from 3 to 2. I filtered my mirror condition with child count 2. This gives me 0.5 secs, which is enough to cover my tracks. :)

    Thank you, dop2000.

  • Hi,

    Is there a way to set "angle of motion" for an object "on created"? Bullet behavior has it; I can't seem to find the same for pathfinding.

    Thanks in advance!

  • Hi there!

    Here is my game, Marshals of Yore. I finally launched my store page. It's a casual RTS/tower defense hybrid.

    I am a 3D artist and have never coded/programmed anything in my life. Yet, somehow I managed to work this thing. Construct forum was super helpful, thank you! Especially dop2000. And to Construct team, thank you! This is simply amazing.

    store.steampowered.com/app/3868490/Marshals_of_Yore

  • You are right, it's the picking.

    And that solves the problem perfectly.

    Do I need "For each Unit_Knight_L" since I start with "For each Turret_Knight_L" and then "pick own parent"? Or is this unnecessary?

    And again, you are a lifesaver, man. Thank you.

  • Hello, everyone.

    I have a question regarding pathfinding. The soldier circled in green is moving to the closest enemy (red line). Is there a way to trick pathfinding to favor the X coordinate over the Y coordinate, with something like a multiplier (blue line)? I prefer the soldier moving horizontally slightly. I tried to manipulate pick nearest withX and Y with multiplication; it didn't work.

    Thanks in advance!

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  • Yes, I am a bit confused about the difference between acquire target and add target actions. I tried to do as you instructed. It seems to work. As you said, Acquire Target seems more customizable.

    I use Acquire Target for cannons. Unlike my archers, they pick random targets, not the closest enemy.

  • Thank you. This is way better.

    It's an RTS with 500-800 units constantly battling each other. If I use the start of the layout for turret targeting, units won't change targets after a kill. Am I wrong?

    But every tick is overkill; you are right. I will use it ever. 5 seconds instead, I think.

  • Hi again,

    I can't believe it has been 4 months since I posted this. I wanted to post a quicker reply, but I was a bit embarrassed since I couldn't solve the problem, even with your instructions. I am a 3D artist, not a coder. The only thing I coded was in C64 Basic, back in the early 90s.

    Eventually I understood what you were trying to tell me. Thank you.

  • Yay! Just solved unwanted movement problem. I used has target instead of on shoot.

  • dop2000, thank you, man.

    I am trying to understand how Construct 3 works. I have been checking tutorials, but there is not much on AI behavior. Even though what I am trying to do is relatively simple. 

    Thanks for the tips on targeting priorities. Right now I am trying to achieve:

    When Elven Archers start shooting, I want them to stop moving, wait for 1 second, then move again. I tried timer behavior with the event sheet but failed. 

    If you have any suggestions on which tutorial to read, I would really appreciate it.

    Thank you.

    i.giphy.com/media/v1.Y2lkPTc5MGI3NjExMDJ0NTRibngxeWh2MXAzNzQ3ZW1mbzNob2JzOHNma3ZsYmlqNWRxMCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/s1Dhasp2PHSlzO6vl8/giphy.gif

  • Hi again,

    Thanks for replies.

    Mojobojo, I needed my units to attack other units, so I couldn't uncheck rotation for turret behavior. Instead, I created another sprite, added turret behavior, and pinned them together. 

    dop2000,  I think I solved the problem. Still, move-to behavior doesn't seem to work properly. Sometimes knights don't choose the nearest target. I don't know why. 

    Also using family helped a lot. I will be adding different type of units to armies.

  • Hi,

    I am new to Construct 3 and having a little problem. I am trying to create a simple RTS game. I want my knight to move close to the goblin, kill it, then move to the next one. Somehow it gets stuck after a while. I used turret + moveto as behaviors. Also, I don't want him rotating. I would really appreciate some help.

    Thank you.

  • 14 posts