Posts by Narfafian

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    Thanks, ill check the vector movement out, what i have is working great for the moment, but if i used the "approach" method would it use less CPU, because ill go for it if it is, but otherwise i haven't had any sort of problem because of the 32 directions, the target is big enough that I've never had a zombie miss its target, and its constantly correcting its course anyway.

    Its just the movement that im using for the zombies that are wondering around the map, i haven't added any custom aspect to it, and ive only been using MMF2 for a couple of months, and the trig thing is just what i used at the time, and after testing the trig, and the automatic rotations, the trig seemed to be less choppy and the anti aliasing was better so i went with the trig for when the zombie is following the player since the player is moving so the zombies will be turning more than when they are just wandering around. Is there a movement that i could have used instead of the ball movement that may have worked better? I hope that made sense :)

    I also had tried it with a string object, that didn't work either, and i think this is about as much as i can strip it.

    I had some issues with the attachment thing here so i just uploaded it here

    Please login to see this link.

    Im trying to add floating damage counters to my game, i have a counter that creates a random number every .3 seconds between 80 and 120. I have a condition that says collision between bullet and zombie, add current value of Random_damage to the alterable value Enemy_health. That all works great, but when i added another counter that would be created with the collision of the zombie and the bullet, with path movement (to create the floating up effect) and told it to display the current value of the counter, all it did was display the initial value of the counter. Am i going about this wrong, or is there a right way to do this that i'm just not seeing.

    (I searched the internet and clickteam, and didn't find a solution, so sorry for posting again so quickly)

    That worked a little better, what i did was set the angle of zombies with Alterable value A = 0 to dir("zombie")*11.25 and set the angle of zombies with Alterable value A = 1 to "ATan2(Y( "zombie" )-Y( "Player" ), X( "Player" )-X( "zombie" ))". This way the zombies that are turning a lot have smooth turning, and the zombies that are just moving forward and turning when they reach an edge have the choppier turning.

    Thanks guys!

    Im making a top down zombie shooter, and i have it set up so when the zombies are close to the player they follow the player. While following the player i use the expression "ATan2(Y( "zombie" )-Y( "Player" ), X( "Player" )-X( "zombie" ))" this causes the zombies to face and follow the player. Im now trying to figure out how to set the zombies to face their direction of movement. (Im using "Ball" movement on them). How can i make it so that the zombies face the direction they are moving so that it appears that they are walking forward.

    (forgive me if i have accidentally posted this in the wrong place)