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Thread: Enemy Move Around objects?

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    Clicker Multimedia Fusion 2
    Pixzel's Avatar
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    Enemy Move Around objects?

    I'm having trouble configuring a way to make it so that enemies can travel around objects instead of bumping into them. The reason this happens is because I set an event that the enemy as always facing the player. Unfortunately this results to them running into objects such as tables, desks, etc. and unable to locate the player. Help?

  2. #2
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    Use nodes. I have a node example on my website that maybe you can adapt.

    Link: http://www.castles-of-britain.com/mmf2examplespage8.htm

    Marv
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    Clicker Multimedia Fusion 2
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    This gives me a better understanding of nodes and path movement so thank you, however, movement of enemies following the node is kinda choppy when it comes to corners. I added in my own walls and they do follow me pretty well. The problem is when I create separate rooms, enemies can get stuck and be stuck for how long the player has been standing by itself somewhere else in another room.

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    Try coding your game in one big frame maybe? May we look at your mfa?

    Thanks,

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    ​458 TGF to CTF 2.5+ Examples and games
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    Clicker Multimedia Fusion 2
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    I played around with your .mfa and I added the following.
    - More enemies (for testing purposes)
    - Bullet shoot (since this will be used for a shooter I'm working on)
    - Walls

    http://dl.dropbox.com/u/4371988/node...epixzelmod.mfa

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    Ok...got it.

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    ​458 TGF to CTF 2.5+ Examples and games
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    Did you figure something out?

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    Shoot, not yet buddy.

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  9. #9
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    another way is to use 'bread crumbs' so, you have the player drop invisible 'bread crumbs' whenever he's walking around, if the enemies field of view can see the player then he goes into hunt mode, following the bread crumbs and will eventually find the player.

  10. #10
    Clicker Multimedia Fusion 2
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    Also I'm trying to combine these two aspects:

    - Using the Nodes
    - and Having enemies Spawn at random.

    I got the enemy spawn down, but unfortunately, the node that blinks will make it so that newly spawned enemies will have to go in a long path that the player has gone through before the enemy even spawned.

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