[Behavior]PathFinder Forum Home > Construct 2 Development > Plugins for Construct 2 |
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Posted: 07 Sep 2011 at 9:59am |
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Ha yes, to open the .capx, you first need the behavior in C2 folders.
Added the info on the first post. Thanks for the comments and feedback. Edited by Kyatric - 07 Sep 2011 at 10:01am |
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Posted: 07 Sep 2011 at 12:43pm |
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Amazing
this will be massively useful! Thanks Kyatric.
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Posted: 07 Sep 2011 at 1:50pm |
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This is great, much appreciated.
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Posted: 07 Sep 2011 at 3:06pm |
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Thanks kyatric! That's a very useful behavior, well done!
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Posted: 09 Sep 2011 at 2:46pm |
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Job well done!
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Posted: 09 Sep 2011 at 5:03pm |
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This is fantastic. Not only is it a great behaviour but the Cap explains something else I have been trying to get right as well! Thanks
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Posted: 10 Sep 2011 at 12:01am |
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This looks great... but how do I get an object to move along the path?
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Posted: 10 Sep 2011 at 12:29am |
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The idea is to move it from the Sprite's position to PathList(nextCell)'s position (object.PathFinder.getCtX(CurrentCell + 1), object.PathFinder.getCtY(CurrentCell + 1)).
I'm working on this for my current game, I'll try to make an example capx out of it. Edited by Kyatric - 10 Sep 2011 at 12:31am |
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Posted: 13 Sep 2011 at 12:52pm |
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Changelog:
13-09-2011: Reuploaded PFDemo.capx and the C2runtime.js from the demo to fix a bug when clicking the GUI panel button, if the panel was showing/hiding and/or the commands fading in/out. Update to the PathFinder behavior runtime itself (setCellSizeSide). It appeared that the PathFinder was looking for a path out of the layout boundaries. Let me know if you experience any trouble. Edited by Kyatric - 13 Sep 2011 at 12:53pm |
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Posted: 13 Sep 2011 at 1:11pm |
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I am still eager to find an easy way for an object to move along a path. Also will this kill my performance if i want to have multiple instances of an object tracking a moving target? Would it work if I just tell them to calculate a path twice, 4 times a second instead?
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