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Thread: Having trouble with fastloop enemy movement

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    Having trouble with fastloop enemy movement

    I'm trying to create a computer-controled enemy that can do anything the player can do using DavidN's fastloop platform engine, but I can't seem to get multiple instances of the enemy to move the right way. I set up a "MoveEnemies" Fastloop to cycle through each instance by its "ID" value to have each enemy move independently, but it's not doing anything. It would be best if I could see an example on how to do this...

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    Re: Having trouble with fastloop enemy movement

    Not sure I fully understand what you're doing, but you only really need fastloops for the actual platform movement itself, not the AI telling them what to do and when. Not sure if you're trying to save time/code by using fastloops or not. But basically you would only need to set up events "Enemy ID = 1" then do this, etc, for the different ID numbers. without a fastloop. Unless you're only using the fastloop to assign ID numbers to the alt value, and not using it to perform the actual AI movement.

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    Re: Having trouble with fastloop enemy movement

    Yeah, I gues I was kinda vague there... see, when I first made the enemy and gave it a custom platform movement that used Fastloops, the problem was that when there were multiple enemies onscreen they would all stop falling if just one hit the ground, among other things. I was advised to give each enemy an ID value which gets spred around at the start so each ID is different, then to add another Fastloop that would rapidly cycle through all the IDs and only allow actions to be applied to the enemy currently selected by the Fastloop's Loop Index. I tried that but I must still be doing something wrong here...

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    Re: Having trouble with fastloop enemy movement

    Hmm. yeah hard to say without seeing the file. Can you upload an example of what you have?

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    Re: Having trouble with fastloop enemy movement

    OK, I posted it here .

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