Posted By
|
Message
|
Matt Boothman The Nissan Micra of forum members
Registered 20/09/2002
Points 109
|
31st December, 2006 at 07:49:19 -
I am making a platformer, with enemies that shoot you on sight. The only problem is that when I set one enemy to turn and shoot, all the others do too. I need a way so that the only enemy that turns is the one that the condition applies to, and not all. Is there a way to "pick" a certain enemy for the event, and have it only affect the one you picked? I don't really see how spreading a value would work.
I'm using MMF 1.5.
http://soundcloud.com/normbo - Listen to my music.
|
Radix hot for teacher
Registered 01/10/2003
Points 3139
|
31st December, 2006 at 09:44:14 -
Thanks for giving information on how your 'shooting on sight' works, noob. Anyway, whatever it is you just need to take advantage of the object focus. 'Pick one of' only applies to the subgroup of an object already selected in the event trigger, so try using that. Like;
[whatever it is that causes Enemy1 to sight you]
+Pick one of Enemy1
---Enemy1: [turn to face the player dude]
There are a bunch of other tricks to do what you're asking too, so if that doesn't work give use MORE INFORMATION and I will impart wisdoms.
n/a
|
Matt Boothman The Nissan Micra of forum members
Registered 20/09/2002
Points 109
|
31st December, 2006 at 11:10:57 -
Basically, Mr Radix, the enemy shoots little invisible active objects, which are the triggers. Contrary to what I said before, the enemy does not turn and shoot, rather he stops and shoots (if you hit the invisible bullets). My bad. After that he shoots real bullets. More info below
I've probably done it the retard way, but I'm not too brilliant at the events stuff:
-------
[Movement Value = 0]
-- Move enemy]
[Movement Value = 1]
-- Don't Move Enemy
-- Shoot real bullets
[Player is overlapping with Detector Bullet]
-- Enemy: Set MovementValue to 1
[Player is not overlapping with Detector Bullet]
+ Movement Value =1
-- Set MovementValue = 0
-------
It's probably because the alterable value applies to all enemies. But say if I didn't use an alterable value or a flag, how would I be able to have stop and go? Unless flags are separate for each enemy. I'd be gutted if all I had to do was change the value into a flag and "pick one".
*Goes off to see if flag works*
http://soundcloud.com/normbo - Listen to my music.
|
Duncan Thelonious Dunc
Registered 18/05/2002
Points 552
|
31st December, 2006 at 11:25:09 -
Um, yes, the alterable value is being applied to all enemies because there's nothing to associate the detector bullets with individual enemies. This is probably going to need a rethink with a less clumsy method.
n/a
|
Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
|
31st December, 2006 at 14:07:15 -
Your best be is to have the detectors bounce back at the enemy and then have the enemy react to that rather than when the detector hits the player.
Craps, I'm an old man!
|
Klikmaster Master of all things Klik
Registered 08/07/2002
Points 2599
|
31st December, 2006 at 21:30:45 -
How is the game meant to know who shot the detector bullet?
Don't do what Shab says, thats silly. Spread a value in enemies, and when you create a detector bullet, set its value to that of the enemy, so when the bullet hits you, you can determine the value of the enemy that shot it. Ya get me?
n/a
|
Radix hot for teacher
Registered 01/10/2003
Points 3139
|
1st January, 2007 at 03:51:52 -
Yeah, why would you make the enemies shoot detectors? Have the player character shoot detectors instead. It'll probably solve your problem and it's more elegant too.
n/a
|
Klikmaster Master of all things Klik
Registered 08/07/2002
Points 2599
|
1st January, 2007 at 07:38:42 -
Radix is the man
n/a
|
Matt Boothman The Nissan Micra of forum members
Registered 20/09/2002
Points 109
|
1st January, 2007 at 15:39:36 -
But I have to know that the enemy can "see" the player (ie is in the line of sight).
That said, I probably have enough info here to do it now. Thanks for the help people.
http://soundcloud.com/normbo - Listen to my music.
|
Radix hot for teacher
Registered 01/10/2003
Points 3139
|
1st January, 2007 at 18:23:54 -
Um. There's no difference between the player's line of sight and the enemy's, is there? Think about it.
n/a
|
Tim I'm on here way too much
Registered 25/08/2006
Points 132
|
1st January, 2007 at 18:34:22 -
Providing they are facing the same direction yeah.. line of sight would be equidistant?!
Unless your character was a mole or something
http://www.SilverNova.co.uk
|
Radix hot for teacher
Registered 01/10/2003
Points 3139
|
2nd January, 2007 at 01:51:26 -
Which direction the player is facing is irrelevant. Which direction each individial enemy is facing is would obviously be handled on detector collision if that is important.
n/a
|
Tim I'm on here way too much
Registered 25/08/2006
Points 132
|
2nd January, 2007 at 10:40:06 -
*facing the right direction (and not the direction 'right') lol
http://www.SilverNova.co.uk
|
Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
|
3rd January, 2007 at 18:04:27 -
I have my enemies shoot detectors for multiple reasons. Granted, for something like a simple (Can I see that asshole) type AI it's probably overkill, but then you can add to what the detector actually does. (Example, tells the enemy how much distance to that wall in front of them, and things like that.)
Craps, I'm an old man!
|
|
|