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Thread: Self enemy movement. HELP!!!

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    Re: Self enemy movement. HELP!!!

    I already have this tutorial and it didn't help that much

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    Re: Self enemy movement. HELP!!!

    And the tutorial help file is to much for me a this moment.

    For each an every game i've ever made on MMF2 i had always used the default movement platform settings.

    From when i was twelve i never even glimpsed at the help files.

    I learned though my own experience.

    I guess i have to learn how to do enemy AI myself.

    Well unless someone can help give me a good startup.

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    Re: Self enemy movement. HELP!!!

    4 years of experience?? How?! I have 4 years of experience and I know wayyyy more then this!

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    Re: Self enemy movement. HELP!!!

    Quote Originally Posted by Martin_R_Bodger
    I've seen people use an event like:

    Always set direction to >

    But that doesnt seem to work, i can do a double jump action using it though.
    >>Direction of active is ->
    Do: Set x position to "X Pos( "Active" )+1"

    >>Directiion of active is <-
    Do: Set x position to "X Pos( "Active" )-1"

    And you can change the "1" to a higher number to make it go faster.
    Working as fast as I can on Fusion 3

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    Re: Self enemy movement. HELP!!!

    For each an every game i've ever made on MMF2 i had always used the default movement platform settings.
    Well if that works for you, nice. But you've been asking us how to do it. And my recommendation is to create a custom platform movement for the AI.

  6. #26
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module
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    Re: Self enemy movement. HELP!!!

    I may have been using click products for 4 years, ...
    You have the knowledge of owning MMF for 4 years from what i can read here, not using

    The more i see you struggle with even the simplest things the more i would suggest to go back to the basics. You really miss lots of them. Your knowledge is simply too small. And so it's no wonder that you haven't understand a single word from what i said.

    I told you to divide your problems into the smallest solvable parts. And again you tell me that you failed to get attack AND move AND the sensors AND ... AND ....

    Grab ONE problem. Grab JUST attack. Solve JUST this. THEN go on with the next little problem.

    When you cannot solve a problem chances are big that you haven't divided it deep enough. You haven't detected the actual problem.

    When you have divided it as much as you are able to, and you are still unable to solve the problem chances are big that you miss some basic knowledge.

    That's the point where even i put my current project on ice to go back to the basics and learn the missing bits. And so should you do. That's the part where nobody can really help you. You have to learn the stuff. And you have to understand it.

    It makes no sense to answer you all your questions here at the moment. You have too much of them. And you even don't understand the answers because you lack of the needed knowledge.


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    Re: Self enemy movement. HELP!!!

    no no i figured my own sensor movement.


    that part was easy.

    now i just need it to attack when my player come within range of the enemy.

    But i think i've sused it.

    I'm gonna place a alarm sensor under the enemy, so when my player overlaps it fires homing crystal projectiles on a distance time of 2 seconds between fire.

    Another problem is, when i placed all my creatures around the level, the thing i thought would happen happened, Because they had the same collision sensors linked to the same creatures, whatever collision a certain creature had the other creatures also collided with the backdrop and turned around, as did the other mosnters.

    There has to be a way of making each sensor individual without cloning the enemys all over the place and taking up an unessecery amount of memory.

    Maybe if i tell the game:

    If number of enemys within level = 9..... bugger i lost it then.

    uh......

    Add 1 to Alterable value C........ uh i dont know if that will work.

    All i need to do is get the same sensor object duplicated but individual to each enemy.

    Phew this is gonna be tough, its a bloody good thing i have a good memory.

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    Re: Self enemy movement. HELP!!!

    I just did LB event list on my sapphire crawler, and... wel he all enemys flew towards my players and killed him.

    Didnt really see...... oh i set it to player, i should of set it to guardian "Players name"

    Right this time i CONCENTRATE.

    And i know there isnt no super duper AI Line, i aint stupid!

  9. #29
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    Re: Self enemy movement. HELP!!!

    Fastloop is what you need. Basics my dear, basics. You miss too much of them

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    Re: Self enemy movement. HELP!!!

    Fastloops, i've head of those, but i always thought just lo...

    OOOOOOO, loop movement and stop movement at a certain event line.

    Hmm now do fastloops track group events or something else that i dont know about.

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