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Messages - Guzzz

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451
Resolved Questions / Re: How to make Actors impassable
« on: June 09, 2014, 06:12:12 am »
My guess is, since enemy moves accordingly to a position of Player, Enemy isn't pushed by Player. It's just looks like he has been pushed. I used the code which finds an angle and position of Player and sends Enemy to him. I actually don't know how to make Enemy stop or to make Player to take into a consideration the force of Enemy when he (Player) is going to move.

452
Resolved Questions / [SOLVED] How to make random stuff on a scene?
« on: June 09, 2014, 04:40:14 am »
I like the code in some game from Forge, see attachment. It makes some random coins on a scene. There are some rare coins etc.
The only thing I don't like is there are only three kind of objects it could produce. How to make more? I tried to duplicate last stroke with "otherwise if...create" but it still makes only first three coins.

 

453
Resolved Questions / Re: How to make Actors impassable
« on: June 09, 2014, 04:21:11 am »
I solved the problem with overlapping and mass. I still want to know how to make object or Actors impassable. I want my enemies to surround Player and make him impossible to escape. I also want to make some rocks and walls that everyone in a scene cannot go through.

454
Resolved Questions / Re: How to make Actors impassable
« on: June 08, 2014, 01:50:15 am »
I tried to use the Mass but it didn't work. I guess because Player doesn't push Enemies. Enemies just move accordingly X and Y of the Player.

Moreover, now they overlapping each other even when I make the mass 0.01. I can't turn things back. I can't make Mass 0 or turn this feature off. Before I used Mass they didn't overlapping, Damn! :(

455
Resolved Questions / Re: How to make Actors impassable
« on: June 07, 2014, 01:07:38 pm »
Sure! No problem.
Thanks in advance!

456
Resolved Questions / Re: How to make Actors impassable
« on: June 07, 2014, 01:02:33 pm »
If I turn the enemies to cannot be pushed they will start to walk through and overlapping each other, and Player will able to go through them. I don't need that. I need them to have this Normal physics but without been pushed by Player.

457
Resolved Questions / Re: How to make Actors impassable
« on: June 07, 2014, 04:14:50 am »
Ok! I found some errors in my code and now it works perfectly! It does what I want. Thanks again, man!
The topic isn't solved though.
Now enemies follow Player and stop when he stops. They also don't go through each other and Player. The only problem is Player can push enemies which isn't good. I can turn the bullet "Cannot be pushed" in the Physics on, but they will act as ghosts again (walk through and overlapping each other). How I can prevent Player to push enemies?

BTW here is the corrected code:

458
Resolved Questions / Re: How to make Actors impassable
« on: June 07, 2014, 02:21:27 am »
Thank you very much for a such detailed reply!
I did what you described but it says: Unknown identifier and make the last stroke with "otherwise set velocity..." in red.
Did I make a mistake somewhere?

459
Resolved Questions / Re: How to make Actors impassable
« on: June 06, 2014, 01:28:25 pm »
In order to use distance attribute I need to find the distance in the first place, right? How to find this distance?

460
Resolved Questions / Re: How to make Actors impassable
« on: June 06, 2014, 01:13:57 pm »
Wait. How they will chaise? In the screenshot above I showed how I tried to change pre-installed Follow the Target behavior, which didn't work out. Actually right now I use other code (in the attachment). Should I call this code by "chaise" and use your stroke as a switcher for this code?

461
Resolved Questions / Re: How to make Actors impassable
« on: June 06, 2014, 12:54:15 pm »
That was simple! Thanks! I was sure that I checked all the groups.
Now they are bouncing! Awesome!  :)
Now I have another problem. They look like balloons. I need them to stop when they (enemies) reach Player, and Player shouldn't push enemies.
I did the "Follow the Target" by the code that you can see in the attachment.  Now I need to do something with the force the got when they "pushed" to Player... or simply stop them... but then I need them to start to move over again when Player starts to move. I need logic similar to something like this http://www.stencyl.com/game/play/3670   but without placing  all of them in a scene screen window which I have to do if I want to use pre-installed Follow the Target behavior.

462
Resolved Questions / Re: How to make Actors impassable
« on: June 06, 2014, 11:47:51 am »
Sorry, I didn't make my situation very clear. What I meant is that my game is top-view and I don't use gravity. I also don't build stuff in the scene design window. Everything is in code. I guess I still can use physics with collision.

I have several enemies that appears by random and they attack player. So they have to follow player, which they do, but I don't need them to go through Player or other enemies.

The problem is that all the examples I've seen so far are enemies with 1 HP which means that they die right after they hit Player. So they don't have time to go through Player. In my case enemies have more than 1 HP.  BTW even with the example  when enemy dies when hits a target, they (enemies) still don't have collision with each other and they go through each other.

463
Resolved Questions / Re: How to make Actors impassable
« on: June 06, 2014, 10:05:04 am »
I am not very sure that I understand you...

464
Resolved Questions / [SOLVED] How to make Actors impassable
« on: June 06, 2014, 06:08:41 am »
Hi to everyone!

I am making a game without physics, but my enemies and Player are moving. The Question is, can I make them impassable? So, if I make Follow Behavior for the enemies they would not go through player or other enemies. Therefore Player could not move his token through enemies or other objects. Right now they just go through each other like bunch of ghosts ;)

465
Hi Guys!
I tried to make Follow behavior with scripted actors, without placing them on a scene.  My Enemies create them self by random. So, to avoid adjustments on the scene, which is by default in this behavior, I used  code: <for <Self>, set "_TargetActor" to <Player> for behavior "Follow Target">  But I have a problem!  After tests it says Behavior does not exist and freezes. I tried to put this behavior into the scene and an enemy's actor, but failed. What should I do?
Here is a screenshot of the latest experiment to put the code inside of the behavior
https://www.dropbox.com/s/e0kvtzm3ml9dxtx/Screen20140606.png

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