[Behavior] moveto

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Post » Mon Apr 17, 2017 1:54 pm

Do I have to have winRAR installed in order get the file to work?
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Post » Mon Apr 17, 2017 2:07 pm

@Rise 0f BETA

Uses 7z to unzip it, or use my repo tool to download and install all my plugins.
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Post » Mon May 15, 2017 2:41 pm

@rexrainbow
Any chance for this? :mrgreen:
viewtopic.php?f=196&t=191589&p=1122095#p1122095
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Post » Mon May 15, 2017 2:44 pm

@Havok

Like @blackhornet said, Scirra has not released behavior SDK yet, but I don't have time recently, either.
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Post » Mon May 15, 2017 6:54 pm

rexrainbow wrote:@Havok

Like @blackhornet said, Scirra has not released behavior SDK yet, but I don't have time recently, either.


Thanks Rex, when I asked they said the SDK is out but seems specific parts are not done and thats where I got a bit confused.
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Post » Tue Jun 20, 2017 12:56 am

I'm getting an error with the latest MoveTo build in C2.

Unable to get property 'simright' of undefined or null reference.
http://localhost:50000/Platform/behaviour.js, line 1221 (col 12)

Any thoughts on this? I noticed it happens when i attached the ( PlatformMoveTo move to (distance, Right side)
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Post » Tue Jun 20, 2017 1:26 am

@ephrisian

rex_platform_moveTo behavior works fine in my test. Please provide a very simple capx to reproduce that bug.
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Post » Tue Jun 20, 2017 4:07 am

I figured it out! I'm using the Platform Move To, but the object isn't a Platform.

Basically I'm trying to figure out how to make a patrolling enemy that will flip around when they collide with a wall and walk the other direction.

I had it pretty well established with ZigZag, but it involved a lot of clearing the queue and the restarting which made the enemy unpredictable after several starts and stops and resulted in them passing through the wall.

[Desired Logic]
Enemy LOS on Player => Enemy: ShieldUp, NotMoving, Invulnerable
Enemy !LOS on Player => Enemy: ShieldUp, Moving, Invulnerable, Wait X, ShieldDown, Vulnerable
--> Player behind Enemy => Enemy: Vulnerable

Enemy Moving => (F 50, L 180 (repeat))

Enemy collide with wall => Clear Queue, L 180, Clear Queue, (F 50, L 180 (repeat))

Image
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Post » Sat Jul 15, 2017 4:49 pm

During a MoveTo, if set the object's time scale to 0 and then restore it, the MoveTo speed becomes incredibly fast for the duration of the MoveTo.

Still investigating, but has anyone else had this problem?
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Post » Sun Jul 16, 2017 4:05 am

@brushfe

Please puting a very simple test capx for your issue, thanks.
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