Rhindon's Recent Forum Activity

  • Bl4ckSh33p - Atually, before Ashley added the LOS behavior, that's exactly what I was doing. :) lol

  • Thank you, wizaerd and :) I now feel legit. LOL

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  • How would it work to add a debug feature that makes the field of vision cone for the LineOfSight behavior visible during preview mode or even during actual gameplay? This could really help me in fine-tuning how far and wide the cone is.

    Sound good? :)

  • blackhornet - Dude. Stunningly amazing! I'm still looking it over, but I think I've kinda got the gist of what you've got going on. But I'm confused on one part.

    Line 39...

    Pick Node by evaluating NodePatrol.UID <> Enemy.CurrentNP

    What in the world is the " <> " bit? LOL I've never seen that before.

  • blackhornet - Dude. Stunningly amazing! I'm still looking it over, but I think I've kinda got the gist of what you've got going on. But I'm confused on one part.

    Line 39...

    Pick Node by evaluating NodePatrol.UID <> Enemy.CurrentNP

    What in the world is the " <> " bit? LOL I've never seen that before.

  • blackhornet - Hmmm...

    Well, a friend helped me identify one problem. I had quotation marks in the Properties field for one of my variables. So the editor was literally looking for ""String""... Heh. I'm going to look things over from there and see what I can resolve from there.

    But the short explanation goes like this:

    PATROL: Find path between designated PatrolNodes.

    CHASE: Find path to last known location of Player.

    ALERT: Find path within a radius from last known location of Player, search randomly for a brief time.

    RESUME: After some time has passed, if Player is not found, return to nearest PatrolNode and resume PATROL status.

    That's basically what's supposed to happen. Does that help at all?

  • blackhornet - LOL Trying to be, truly. But as you can see, I can already say a lot when I'm trying to be brief. Anyway, here's the capx.

    sugarsync.com/pf/D6025908_4317202_6840595

    Look for event sheet "ES CharEnemy", starting particularly at line 17, though lines 13-16 also factor into things.

  • blackhornet - Aye. In my learning and testing, I've found that to be more so the case than not. In trying to isolate a larger problem I'm facing in developing my enemy behavior mechanics, I'm presently attempting to isolate and identify where things work and do not. At one point, I did have the "On path found | Move along path" event set outside the whole series of events and loops that controlled enemy movement. I switched it inside the loop(s) just to test some things...

    Ashley - Thank you, sir! :) Someone newt shared with me a short tutorial on how For Each loops work, so now I'm trying to better implement (or remove) the use of them. My question here is simply trying to better understand the limitations of the functions that the loops have. Kinda like asking, "The rocket fires up...that's its function. But what's its limitation? How FAR UP can it go?" Hopefully that makes sense.

    Your point that For Each has no true/false factor is one such limitation (or quality, I guess) that makes things much clearer for future reference.

    Ultimately, what I wanted to ensure happen was that ONLY each instance whose path had been found would actually move along the path. This was before I fully/better understood how For Each works. I had previous implementations of my enemy behavior that had multiple instances moving when maybe only one or two should have done anything. That led me to thinking I needed For Each regularly...apparently not.

    ...Hmm...would it help if I shared my capx?

  • I have this basic scenario for my game:

    For Each Enemy

    -- Find Path

    -> On path found | Move on path

    "On path found" is, of course, a trigger.

    Can someone explain to me why a trigger doesn't work inside a loop like this?

    I'm finding I have to be very careful with my For Each usage (and sometimes finding it's even redundant...). So if I could get some clarification, that would be wonderful. Thanks!

  • blackhornet - I was mistaken; you were right. At some point I had a second array in my object list and was thinking that Line 2's array reference was to that now-deleted array. I toggled the event as you suggested and that cleared the problem up.

    However, Ashley, you may still have reason to check and see if that is a bug. Technically, I don't see why any error should have come up from how I had things...but that's just a testimony to my ignorance on software programming.

  • Link to .capx file (required!):

    https://www.sugarsync.com/pf/D6025908_4317202_6848587

    Steps to reproduce:

    1. Previously, what is now reference to the Enemy object in the Event Sheets were all references to a Family that contained the Enemy object. I swapped out all the Family references and deleted the Family entirely.

    2. I clicked Run Layout.

    Observed result:

    Two error messages popped up regarding Java and/or runtime errors.

    1. screencast.com/t/ZY2DuCEfNn

    ...then...

    2. screencast.com/t/fOlS203l9EF

    Expected result:

    While not all elements are in place, a simple layout of the Enemy objects, the CharFinn object, and the black wall blocks should have all appeared, as well as a couple of NodePatrol object instances. However, due to the errors, these did not fully take place.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 (Service Pack 1)

    Construct 2 version:

    r137 beta

  • Ashley - Thank you for the verification. I'll report it to the bugs forum to be squished. Thanks for all your hard work!

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Rhindon

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