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How do I ignore/stop ignoring pathfinding behaviors?

  • This tutorial shows how to select characters to move individually via 8 directional movement, I would like to know how to do the same thing with pathfinding instead of 8 direction movement. Would it require the devs to implement a "start ignoring pathfinding" and "stop ignoring pathfinding" action? I tried using the "stop pathfinging" action which only caused all units to not move at all. Maybe there is a creative alternative Im not considering? Any help would be so appreciated.-Jay

    (Just realized I dont have the reputation to post URLs so if anyone is interested, googling "construct 2 switching characters" will bring the link up as the first option in the search engine.)

  • If you want them to move individually , you have to make seperate paths.

    Either through pathfinding or through other events.

  • You can stop individual objects from pathfinding. Perhaps you're picking all of your characters instead of just the one you want to stop. Or am I misunderstanding?

  • You can stop individual objects from pathfinding. Perhaps you're picking all of your characters instead of just the one you want to stop. Or am I misunderstanding?

    I have 3 units and want to be able to select them individually to move using the pathfinding behavior. I have followed the advice of the tutorial I described above but that tut is for objects using the 8 direction movement which has a preprogrammed "start ignoring 8 directional movement" and "stop ignoring 8 directional movement" and for some reason the pathfinding behavior does not have the same ignore option.

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  • Does the attached capx help at all?

  • Does the attached capx help at all?

    That is closer to what I want, but can it be done using a method where the player actually selects one of the units and then chooses the target using "mouse.x, mouse.y" or "touch.x, touch.y".

  • Yes that should be a simple change.

  • Yes that should be a simple change.

    It worked perfectly, thanks so much. +rep

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