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Thread: Race Car Opponent Help

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    Question Race Car Opponent Help

    Hello Clickteam,

    I want to make a top down race game with a player and 3 AI opponents. I'm searching through the Forums and checked out Nivram's Node example. I'm pretty new at Clickteam 2.5 and need more info on how nodes and spreading ID'S work. I'm gathering that the opponents would drive around the track following connected nodes that have ID'S? If anyone has an example or can lead me towards finding about these things, I would definitely be grateful. Thanks Clickteam!!!

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    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    I made the opponent cars bouncing ball movements, and used sprites with preset variable(a) values 1-10 to represent targets for the cars to head towards,( ie if val (a) car = val(a) target -1 then look in that direction. and when the cars collide with the targets add 1 to val(a) of car (remember to set it to 0 if >10)
    then u can position the targets around the track as per map

    pick target at random
    and pick random car
    and val (a) car = val(a) target -1
    and car is not bouncing(maybe)
    then turn car to target

    hope this is not too confusing

    u can see it works in this video https://play.google.com/store/apps/d...ccauley.rockit
    u can install this free to android device and play it also to try it out for yourself.

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    Thanks for responding. It is a little confusing. Being a newer member, Its hard to visualize the events and conditions your talking about. If its not too much trouble, could you simplify some of this language? Thanks SgtSmileyUK!

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    ill try lol
    here we go.
    in the frame editor create say 7 sprites make them reasonably thin lines that stretch across the road (vertical and horizontal) position then around the track these will be known as checkpoints. click on the properties of each checkpoint (click the little a-z icon)(Values) in the properties box,click new under alterable values and set the value a to 1 (the next checkpoint set 2, then 3, etc) remember to do them in order following the road.
    you could also animate these sprites so that the actionspot in each frame are in different places, so the cars can seem to swerve and sway as it heads for this actionhotspot, rather than heading for a straight line)
    also give these checkpoints an events qualifier(properties,events(the square grid icon) say 'reference points' this will 'group' the checkpoints (more in coding)
    click the properties of your opponent cars and set to bouncing ball movement (you can set speed during code to say 2+rnd(3) so the speed goes up and down at intervals

    in the coding side Event editor
    [
    every n seconds
    and pick car at random
    and pick group 'reference point' (checkpoint)at random
    and value a of car = value a of reference point-1
    ]

    action-
    look in the direction of actionspot of reference point,set speed (?)+rnd(?)

    remember also to do this
    event[
    car collides with reference point
    and val a of car =(val a of reference point -1)]
    do[set val 1 of car to val a of car +1] )so it will then seek out the next reference point)

    also do this event
    if val a of car > 7(number of reference points) then [set val a of car to 0]
    so the car will begin to look for the first reference point again.
    you could also add 1 to value b of car for its lap counter if you like)


    I think youd need an example to follow it better, cant promise one but may do a videotutorial one day

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    Boom!!! That makes sense. Thanks dude!

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    np good luck and dont give up!

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    Wait.....One last question. Everything makes sense, except where I put the thin lined sprites. You mention thin lines stretched across the road (horizontally and vertically.) I understand drawing a line vertically across a road, but what do you mean "horizontally and vertically?) I promise last question. Thanks. All the coding makes sense.

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    Quote Originally Posted by Emerson3
    Wait.....One last question. Everything makes sense, except where I put the thin lined sprites. You mention thin lines stretched across the road (horizontally and vertically.) I understand drawing a line vertically across a road, but what do you mean "horizontally and vertically?) I promise last question. Thanks. All the coding makes sense.
    say u had a road back ground going from left to right start to finish youd only need 2 lines drawn down across the road like a zebra crossing lol.
    if u had a road that goes from up to down only youd only need 2 crossings ( think of them as collision barriers across the road,
    if u hav a simple square track ,4 barriers(midway points on the straights)
    the more complex the track the more barriers you place to ensure they head in the right direction next like 3 barriers on tight corners, make sure you number their value a's in correct order!

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    Everything makes sense. Thanks for the help.

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    np good luck and dont give up!

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