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Thread: Problem with lacewing enemy movement sync

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    Problem with lacewing enemy movement sync

    Hello i'm creating a game with lacewing, I have few zombies walking around map with bouncing ball movement, I blast to channel his position when he is moving and not moving and then I recive the message and set the new values to zombie but only for the peer.

    My problem is zombie is moving so laggy and slowly, someone know how to track enemy positions on lacewing? any exemple?

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    The server should be responsible for enemy AI, not any player.

    Just like players, you should use Blasting for sending the position and Sending once when the enemy stops moving (as well as Sending for attacks and such).
    Working as fast as I can on Fusion 3

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    Quote Originally Posted by LB View Post
    The server should be responsible for enemy AI, not any player.

    Just like players, you should use Blasting for sending the position and Sending once when the enemy stops moving (as well as Sending for attacks and such).
    Okey, I blast the message to server, but when i'm going to recive the message there is 2 options: To Me, To Channel, and when I sended the message I couldn't select Me or channel, so what I should use?

    NVM: I saw u mean the SERVER send the message, not the players to a server, I fixed it thanks
    but now i have another problem, i can handle 1 zombie moving but no 2 or 3, any tips on how to do that?

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    Clickteam Clickteam
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    Probably it would be wise to use the ForEach object (or Fusion 2.5's built-in For Each loops) to loop over each enemy object and do your logic for it that way. This is how it is usually done, right?
    Working as fast as I can on Fusion 3

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    Quote Originally Posted by LB View Post
    Probably it would be wise to use the ForEach object (or Fusion 2.5's built-in For Each loops) to loop over each enemy object and do your logic for it that way. This is how it is usually done, right?


    Thanks for all, found 2 examples u did long time ago about the same ^^u

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