User Tag List

Results 1 to 2 of 2

Thread: Best Way for Platform Enemy AI?

  1. #1
    Clicker Multimedia Fusion 2 Developer
    Blue66's Avatar
    Join Date
    Jan 2008
    Posts
    133
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Best Way for Platform Enemy AI?

    Hi there!

    I have looked up a few tutorials about how to make platform enemies with basic AI using detectors for sides and bottom, there are a few about the bouncing ball movement and some talk about making the enemy a platform movement object of second player and disabling the controls for that etc.

    I've tried a few out, but there always seem some problems with each method I try. I'm sure there are some of you guys here that can help me find the best method for this. What is your method to make platform enemies that can detect the levels and jump around or whatever?

    My main problems so far:

    When I use detectors/platform objects for enemies, I can't get them to communicate with eachother properly, even with spread values. For example the health of the enemy is 0 or below - it should kill the enemy and the detector.

    -"Health" of "Enemy" lower or equal 0
    -"SpreadID" of "Enemy" equals "SpreadID" of "Detector"
    --destroy "Enemy"
    --destroy "Detector"

    But it doesn't work

    My question is, how can I get enemies to communicate with the detectors properly. Or even better - is there a solution where I don't need detectors? Like make enemy AI using Platform Movement object or something?

    Thanks a lot guys and have a great day!

  2. #2
    Clickteam Clickteam
    LB's Avatar
    Join Date
    Jun 2007
    Location
    Richardson, Texas, North America
    Posts
    8,937
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    Re: Best Way for Platform Enemy AI?

    Quote Originally Posted by Blue66
    "SpreadID" of "Enemy" equals "SpreadID" of "Detector"
    Note that expressions do not and can not select objects, so of course your detectors are not being narrowed down to the matching one. Also, your event will not work in the case that more than on enemy needs to be destroyed (ie some explosion kills them all). But for now, I think it can be fixed if you do it more like this:
    Health of Enemy is lower or equal to 0: Set Global Value A to SpreadID of Enemy, Destroy Enemy
    SpreadID of Detector equals Global Value A: destroy Detector, set Global Value A to -1

    Just make sure Global Value A starts at -1 or it will destroy the first detector with spread value 0.
    Working as fast as I can on Fusion 3

Similar Threads

  1. Platform Enemy AI
    By Panchos in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 5th August 2013, 07:20 PM
  2. Platform enemy widget
    By Solgryn in forum Widgets
    Replies: 7
    Last Post: 4th June 2010, 08:58 PM
  3. Platform enemy movement help
    By Atherton in forum Multimedia Fusion 2 - Technical Support
    Replies: 7
    Last Post: 6th January 2010, 06:13 AM
  4. 2-D platform enemy movement
    By Fralex in forum The Games Factory 2 - Technical Support
    Replies: 0
    Last Post: 30th September 2009, 12:42 AM
  5. May have been misplaced: Random Platform Enemy AI?
    By jayklik in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 18th April 2007, 04:29 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
  •