Simple Path Following

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Post » Sat Jan 30, 2010 7:11 pm

Here is an example of simple path following I whipped up in about 5 minutes, made in 0.98.9 so hopefully it works the same in newer versions of Construct.

Made in response to [url:1ek7411z]http://www.scirra.com/forum/viewtopic.php?f=17&t=5601[/url:1ek7411z].

Hope it helps someone :) (feel free to use, upgrade, and ask questions about it)

Edit: I just noticed that the way the 2nd path is placed the follower can get stuck in an endless loop around the 3rd (dark red) point :oops: , when I next find some free time I will try to make/upload a better example/system and put it up here.

Edit 2: Whoops! forgot a condition to support multiple followers, fixed now (also fixed the 'spin around the spot' problem I described before :) )

Edit 3: Err, yet another edit, but this is to say that it seems the cap doesn't work as expected in newest versions of construct. However, it's been tested and works in 0.98.9 and 0.99.7
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Post » Sat Jan 30, 2010 7:25 pm

Nice one! :)
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Post » Sat Jan 30, 2010 10:19 pm

Heh thanks =] Just found that I forgot a condition to allow multiple objects to follow paths at once and decided to update it :oops: so you might want to download it again...
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Post » Sat Jan 30, 2010 10:44 pm

i still feel the need to reply to say I downloaded it, even though I'm talking to you in chat right now about the version thing with it. :)
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Post » Sun Jan 31, 2010 12:37 am

I think I've found the issue with families introduced in recent builds and fixed it for the next build. However, it reverts back to a bug where Family.Count returns the wrong count. That's less serious, but it's hard to see another way to fix that. It'll probably be left as an open bug for now.
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Post » Sun Jan 31, 2010 9:41 am

[quote="Ashley":2swas1se]I think I've found the issue with families introduced in recent builds and fixed it for the next build. However, it reverts back to a bug where Family.Count returns the wrong count. That's less serious, but it's hard to see another way to fix that. It'll probably be left as an open bug for now.[/quote:2swas1se]

Ah ok, thanks Ashley :)
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