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Re: Enemy Detectors
I failed the part were I should set the fixed value to detectors. Since every bad guy will pick one detector and then everyone will use that fixed value...
So I thought it would be the same to use spread values on both objects instead. And then have objects with same spread values linked together.
-Always
Spread value 0 in Alterable Value X for both Bad guys and Detectors
Run fastloop "overlap check" for TotalObject("Detector") times
- on fastloop "overlap check"
+ Alt Value X of Detector = loopindex ("overlap check")
+ Detector isn't overlaping a backdrop
+ Alt Value X of Enemy = Alt Value X of Detector
+ Alt Value Y of Enemy = 1
+ Only run once if event loops
And if those conditions are met, Bad Guy should move. But it won't work and they'll move even if there's a wall in the way.
(Alt Value Y of Enemey is necceserary for his random choice to move)
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Re: Enemy Detectors
The run fast loop should be in a separate "Always" event. If that's not it can you post a file for me to muck around with.
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Re: Enemy Detectors
Here you go
It's not from the game, but instead an exact replica with comments and stuff so it's much easier to understand.
[edit: Only when every detector overlaps background the detection will suceed for some reason... ]