User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11

Thread: Enemy Collision Detectors

  1. #1
    No Products Registered

    Join Date
    Apr 2008
    Location
    Weston-super-mare
    Posts
    200
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Enemy Collision Detectors

    Multiple enemys will need multiple objects to detect there collisions right?

    Problem is if i had the detectors always position themselves on the enemys it wouldn't work.

    I need them to go on all of them, now i know this has something to do with Spreading Values but i've completly forgotten how to do it.>.<

  2. #2
    No Products Registered

    Join Date
    Jun 2006
    Location
    Land of raging rockets
    Posts
    1,231
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Enemy Collision Detectors

    Nah, you can have one set of detectors. Run a loop and move them to each of the enemy, check for collisions, etc.

  3. #3
    No Products Registered

    Join Date
    Apr 2008
    Location
    Weston-super-mare
    Posts
    200
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Enemy Collision Detectors

    How does a Fast Loop have a part in that?o.O

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Popcorn's Avatar
    Join Date
    Jun 2006
    Location
    Norway, Bergen
    Posts
    2,366
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)

    Re: Enemy Collision Detectors

    Like this:

    * Always
    - spread value 0 to alterable value id of Enemy

    * Always
    - start fastloop "Current Enemy" number of Enemy times

    * On loop "Current Enemy"
    + alterable value id of Enemy = loopindex("Current Enemy")
    - set position of detector1 relative to Enemy
    - set position of detector2 relative to Enemy
    - etc...

    * On loop "Current Enemy"
    + alterable value id of Enemy = loopindex("Current Enemy")
    + Detector1 overlapping Enemy
    - do something

    * On loop "Current Enemy"
    + Detector2 is overlapping Enemy
    - do something

  5. #5
    No Products Registered

    Join Date
    Apr 2008
    Location
    Weston-super-mare
    Posts
    200
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Enemy Collision Detectors

    Prooooblem, it now only goes to 1 of the enemys, i need it to goto all duplicates of the enemy.

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Popcorn's Avatar
    Join Date
    Jun 2006
    Location
    Norway, Bergen
    Posts
    2,366
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)

    Re: Enemy Collision Detectors

    Did try my method? That goes for all..

  7. #7
    No Products Registered

    Join Date
    Apr 2008
    Location
    Weston-super-mare
    Posts
    200
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Enemy Collision Detectors

    Yeah i tryed it... i still only goes to 1 enemy.

  8. #8
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Popcorn's Avatar
    Join Date
    Jun 2006
    Location
    Norway, Bergen
    Posts
    2,366
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)

    Re: Enemy Collision Detectors

    You will only see that it is on one enemy because the frame is drawed after it has been on all of them. Did you actually test if the detection works?

  9. #9
    No Products Registered

    Join Date
    Apr 2008
    Location
    Weston-super-mare
    Posts
    200
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Enemy Collision Detectors

    Not yet, i just wanna get the detectors on there first.

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Popcorn's Avatar
    Join Date
    Jun 2006
    Location
    Norway, Bergen
    Posts
    2,366
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)

    Re: Enemy Collision Detectors

    Test it then

Page 1 of 2 1 2 LastLast

Similar Threads

  1. Need Help with Enemy + Detectors getting stunned w/o Fastloops
    By Blue66 in forum Multimedia Fusion 2 - Technical Support
    Replies: 11
    Last Post: 16th July 2012, 01:47 PM
  2. Internal Collision Detectors
    By alxmrg in forum Hardware Accelerated Runtime
    Replies: 0
    Last Post: 13th February 2011, 06:16 PM
  3. Collision Detectors
    By Corlen in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 28th July 2009, 09:04 PM
  4. Broken brain needs help with enemy detectors
    By Caesar in forum Multimedia Fusion 2 - Technical Support
    Replies: 9
    Last Post: 24th January 2009, 03:16 PM
  5. Enemy Detectors
    By chrilley in forum Multimedia Fusion 2 - Technical Support
    Replies: 12
    Last Post: 1st December 2006, 11:38 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •