Rhindon's Recent Forum Activity

  • Oh okay. I must have missed that detail. Curious why that makes a difference, but I will do just that. Thank you! :D

  • I have an enemy that, when within range, it'll "rocket" towards the Player Car via the Bullet behavior using the Car's last known position at the point of Line-of-Sight acquisition.

    Breakdown:

    1. Chase player via Pathfinding

    2. Acquire Car via Line-of-Sight (LOS)

    3. Rapidly "attack" Car in the direction of the last known position

    4. Bullet deceleration property is -100 pixels/second

    5. When Enemy Bullet speed is 0, enter cooldown period

    6. At end of cooldown period, resume normal pursuit of Car via Pathfinding

    The problem is that upon acquiring the Car via LOS, the Enemy does not update its Bullet angle of motion.

    For the Enemy properties, I disabled the option which sets the Enemy angle to the angle of motion. However, for some reason, the Enemies always activate by going at a 180* angle.

    (Note, I have further removed the "For each Enemy" in the first event line...still no real solution, though there seems to be mild improvement.)

    Can anyone assist me in this matter, please? Thank you!!!

  • Aaaah I see. Thank for the clarification. To further clarify, though, does the collision disabling also matter if the object off screen? I'll remove the "invisible" actions but would I benefit from leaving collision disable/enable actions?

  • This is simply a verification post seeking to ensure I'm not undoing what I'm trying to put together while ALSO trying to save on the demands on the CPU/GPU.

    The goal is that any objects not on screen should be set to invisible and their collision detection properties disabled. That way C3 isn't constantly checking them all the time - because this game is going to have A LOT OF OBJECTS in the layout. And since I have an $800 laptop that still seems to lag or "skip" I'm concerned that lower-end computers compared to mine may fair worse. At any rate, I figured it's a good practice to attempt.

    Question is, I have some enemies that use Pathfinding behavior and seek to avoid several of the objects I do have (or will later have when I added the conditions) set as obstacles..... So will disabling collisions on these objects still be avoided by the enemies with Pathfinding?

  • I had forgotten about this change! Thank you for the reminder!

  • UPDATE: I had forgotten about the change/addition using the rgba expression. Details can be found here in a similar post to my own issue here. link: https://www.construct.net/en/forum/construct-3/how-do-i-8/set-effect-parameter-setcolor-131303

    RESOLVED!!!

    I'm trying to update objects on my HUD to reflect progressive changes in the game objects they represent.

    As the game objects take damage, the respective HUD elements will go from green (to yellow) to red.

    Per the properties bar, the SetColor effect lists the RGB color values as [RRR, GGG, BBB].

    When updating the values on the event sheet(s) via actions, you have to specify which 0-based parameter you want to affect... 0 for red, 1 for green, 2 for blue - each one having its own action line.

    Initially, the values start out as follows:

    RED: 0

    GREEN: 255

    BLUE 0 (and will never be changed)

    I'm using the two following action lines:

    - SetColor: Parameter 0 (red): round((100-Car.Integrity_Body_End))/100*255

    - SetColor: Parameter 1 (green): round(Car.Integrity_Body_End)/100*255

    The instance variable Integrity_Body_End is the strength of that part of the car object, with value 100 being full strength and 0 being destroyed.

    So an undamaged car would basically be 100/100*255...or 255. The color green should yield a green object on the HUD display. Naturally, as the car takes damage, the "100" value will decrease.

    As the green value goes down, the red value should inversely increase (using the difference between the variable value and 100...the difference then divided by 100 and the yielding fraction multiplied by 255.

    Anyway...

    What results is a greyed-out or black object. The starting RGB value for the object is [000,255,000]...green. And yet any attempt to affect this effect turns...heh...well, dark.

    What am I doing wrong?

    Thank you for your help!

  • Thank you, Kyatric!

  • Bump!

  • Why is it not possible to test if a 9-patch object is overlapping or being overlapped by another object? This is creating a difficult work-around process to isolate a specific 9-patch instance based on where it's located in my map.

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  • Sorry for all the trouble...but it worked after all, just like you said. I'm not sure where my issue was coming from when I tried it earlier. But it's all working now as I hoped for.

    Thank you for coming to my rescue once again. :)

  • Ashley - I know you're busy, but do you have a moment to look over this?

  • I hope this offers more clarity.

    Like I mentioned, the map moves in-sync with the movement of the player car, but it's "off center" from the actual location of the car.

    For instance, if the player car is to the bottom left of a building, the minimap shows the car is several units north of the building.

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Rhindon

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