pradeep is there something you can do to avoid it?
Super Pradeep will do ...
Here is a dropbox Exe file: https://www.dropbox.com/s/ugjk7r5vrr...0Demo.exe?dl=0
https://www.dropbox.com/s/kfjll2jjra...roy_1.mfa?dl=0
I tryed the collison code MuddyMole but it delete all object right away, when dublicated!
Use the built-in ForEach system, not the extension, which doesn't scope instances properly. You can find the actions and conditions here:
Active -> Count -> For each object
Active -> Loops -> On each object
Also, you used "compare two general values" when testing if Armour <= 0.
It is almost never a good idea to use "compare two general values" when dealing with multiple instances of the same object, as it doesn't scope them properly. Always get the value directly from the object, using "compare to one of the alterable values".
You'll see in the expression list editor, it should say "Armour of Active <= 0" instead of "Armour("Active") <= 0".
If you make those changes, it will work.
Good luck! It's definitely a big challenge you're undertaking. I'm old enough to remember when the original "Command & Conquer" was released, and in the following year or two, there was a deluge of clones all trying to imitate its success, and not one of them had a decent pathfinding and movement system (including C&C itself) - you'd always find yourself cursing at that one tank you desperately needed, that for some reason had decided to just wonder off somewhere, or got itself stuck on an obstacle. You really had to micro-manage every single unit to avoid them doing something stupid.
I think it would be worth reading up on the problem of avoiding overlapping units in RTS design in general, as it's going to be the same whether you're using Fusion or Unity or anything else, and if you can find out how it's done in one game engine, it should be possible to implement the same system in Fusion.
This work like perfect! My first war came alive.
Force animation for under tank with 360 images works fine and nice in Rotation. But the turrets look at the enemy's object. Can you aim with an angle just like the direction do right now.
I think this is what you mean?
angle = ATan2( Y("turret") - Y("target"), X("target") - X("turret") )
or
angle = VAngle( X("target") - X( "turret" ), Y("target") - Y( "turret" ) )
The "VAngle" expression is found in: Special Object -> Distance and Angle -> Angle of vector
VAngle() will always return a value in the range 0 to 360, whereas ATan2() will return a value in the range -180 to 180 (eg. -30 instead of 330, which generally makes no difference). VAngle() also only returns an integer instead of a float, and it's a bit easier to remember the order of the arguments (Bx-Ax, By-Ay), whereas with ATan2(), it's a little more tricky (Ay-By, Bx-Ax).
Thanks MuddyMole ...
Oh no, now I have a bigger problem than I thought! I now have 360 images that I have to make an action spot on. The problem is that every time you select a picture, set the action spot, all the pictures roll up to start, which I have thought is wrongly done in fusion.
If you don't understand what I mean, I'll make a little clip about it.