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Thread: Enemy Detectors

  1. #11
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    chrilley's Avatar
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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)

  2. #12
    Clicker Multimedia Fusion 2 Developer

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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.

  3. #13
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    chrilley's Avatar
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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... ]

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