Problem with overlapping monsters.

Get help using Construct 2

Post » Wed Aug 28, 2013 10:12 pm

@kuzyn Can you upload your .capx so I can have a play around, see if I can find a solution?
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Post » Wed Aug 28, 2013 11:36 pm

@plinkie @Kuzyn This seems to work: https://dl.dropboxusercontent.com/u/28499111/overlap%20fix.capx

Hope this helps ReanimtedNerd2013-08-28 23:36:43
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Post » Wed Aug 28, 2013 11:49 pm

Sorry that I didn't answer the last post but I will try this from capx!
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Post » Wed Aug 28, 2013 11:51 pm

@ReanimtedNerd

ah PushOutSolid, I didn't even know that existed. Not looked into pathfinding much. Nice fix! :)
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Post » Thu Aug 29, 2013 12:17 am

Glad I could help

For those who don't wanna download the .capx, my fix was this:

Give the enemy the "Custom Movement" behaviour, and set an event
"Enemy - On collision with: Enemy - Enemy - Push out solid - Nearest"



Don't know if it fully fixes the problem, but hopefully it'll help.


ReanimtedNerd2013-08-29 00:24:28
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Post » Thu Aug 29, 2013 4:54 pm

Yea, it helped a lot! Somtimes it may cause 'teleports' if there are too many enemies, but it can be also fixed by reducing monster's speed.
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Post » Fri Apr 08, 2016 12:02 pm

I have same problem,
my enemies is overlapping together.

any idea?
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Post » Fri Apr 08, 2016 2:48 pm

Try this section i answered there Topic Overlapping

its not perfect. i remember rexrainbow or gigatron having a old old old C2 capx converted from a construct classic for formation following but was requiring some plugin.
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Post » Fri Apr 08, 2016 2:54 pm

@gamecorpstudio

for pathfinding , i do not want to use bullet behavior,

this is not good for me

tahnks
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Post » Fri Apr 08, 2016 4:13 pm

mostafanastary wrote:@gamecorpstudio

for pathfinding , i do not want to use bullet behavior,

this is not good for me

tahnks


you should try the RTS template inside Construct 2 for pathfinding on click moving formation thing...
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