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Thread: Enemy AI

  1. #11
    Clicker Multimedia Fusion 2

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    Thanks LB. Still having problems though I probably haven't done this right because I'm a big noob but I have it now set as the following:

    When the enemies sight overlaps the player, select movement 2 and set alterable value to 1.

    Alterable Value A of Enemy =1 then look at the player.

    When the player is not overlapping the enemies sight and the timer equals 5, set Alt Value A to 2.

    When the Alt val of enemy=2 look at home.

    That is what I have for this bit and the enemy still won't return back to its original location.

  2. #12
    Clickteam Clickteam
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    Are you adding to the counter when the player is not in sight and resetting it when it sees the player?
    Working as fast as I can on Fusion 3

  3. #13
    Clicker Multimedia Fusion 2

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    I haven't got a counter at all. How would I go about implementing one into this?

  4. #14
    Clickteam Clickteam
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    Oops, I meant "timer" and not "counter":
    Quote Originally Posted by Lucien View Post
    When the player is not overlapping the enemies sight and the timer equals 5, set Alt Value A to 2.
    Working as fast as I can on Fusion 3

  5. #15
    Clicker Multimedia Fusion 2

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    Oh I see, I think that is what I am missing. How should I be using the timer? That is the only condition I have which includes a timer.

  6. #16
    Clickteam Clickteam
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    Reread my original post:
    Quote Originally Posted by LB View Post
    Are you adding to the timer when the player is not in sight and resetting it when it sees the player?
    All you have to do is when the player first comes into view, set the timer to 0. Then while the player leaves the view, just keep adding to the counter and then your condition you have will take effect

    Note: I'm assuming the 'timer' you have is an alterable value of each enemy.
    Working as fast as I can on Fusion 3

  7. #17
    Clicker Multimedia Fusion 2

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    Ok so I now have:

    Sight overlaps player - Set timer to 00"-00, Select movement #2 and Set alterable Value A to 1.

    Alterable Value of Enemy =1 - look at player.

    Player not overlapping sight and time equals to 5.00- set Alt value A to 2.

    Alt Val A of enemy = 2 - return to location.

    And the enemy still won't return after the player had fled and been out of sight for 5 seconds

  8. #18
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module

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    So is your timer constantly being reset to 0 so long as the player is in sight? If not, then, timer could equal five while player is still in sight, so that when player leaves sight, timer is greater than five and your condition never materializes (just guessing).

    Also, are you using the actual timer object and do you have more than one enemy to track? I think you would have to have separate timing calculations for each enemy if they act independently by setting something else as your timer (as LB said an alterable value of the enemy being used for timing, which means you have to add to the alterable value at regular intervals)

  9. #19
    Clicker Multimedia Fusion 2

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    Oh is there another timer? I've been using the condition

    And I'm only doing one enemy for now.

  10. #20
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    You should use an alterable value rather than the timer, that way it is more enemy independent. You shouldn't be messing with the built-in application timer unless you want to give yourself a very, very, very hard time.
    Working as fast as I can on Fusion 3

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