Problem with shooter!!
Andrea_Comisi
ItalyMember Posts: 328
I'm working on a zombie game style in wich a turret have to kill all the zombies. when i don't put the zombies in the scene all work fine but when i put the zombies the turret shot 2 bullet and change direction! here i leave the link of the video i made to eplain the my situation. sorry if i didn't used youtube but i don't have a gmail account . (# link deleted from the user)
can some one help me?
Comments
There are literally dozens of reasons this might be happening. Can you explain the logic you're using in the turret and in the zombie?
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
i show the logic in the video @Armelline
@the_gamesalad_guru can you help me?
Sorry, I must have stopped playing before you got to the zombie You seem to have a preference for assistance though so I'll leave you two to it :P
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@Armelline Sorry, but i didn't understand what you wrote, i'm using google translate, because i don't speak english .
I'd suggest posting the project file, it'll make it much easier for people to help you. You might want to remove the graphics first, though.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
ok, I'm posting the project
link: (link deleted)
@armelline
This is a bit of a weird one. Not entirely sure that the problem you're encountering isn't a bug. That said, it's fixable.
Where you have your "Rotate to position", put it in a rule that says "If self.Rotation =/= self.Direction".
When something rotates using these behaviours, it will rotate until it reaches it destination, and then it will go "ONWARDS! WE'RE 360 DEGREES FROM WHERE WE SHOULD BE!" and just keep rotating. If you check "Stop at destination" that will stop it, but it will also mean you have to release the touch and touch again in order to "reactivate" the rotate behaviour. What this does instead is it only tells the rotate behaviour to rotate if it hasn't reached it's target destination yet, or if the target destination has moved.
I REALLY don't get why it doesn't do this when the zombie isn't there but does when the zombie is. I strongly suspect that some part of all this is a bug.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@armelline so i need only to put stop rotate when rotation is exactly? can you upload the fixed version pls?
Where you have your "Rotate to position", put it in a rule that says "If self.Rotation =/= self.Direction".
All you need to do is select the "Rotate to position" actor, click "Add rule", and make it say if self.Rotation is not equal to self direction".
I'm afraid I'm not in a position to upload the project now, but since doing so would take me 5x as long as you just making the incredibly simple fix, I'm not overly inclined to do so
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@armelline don't worry, you was just awesome answering me in 5 minute!! YOU ARE GREAT!! many thanks .
i'm deleting the file from the server because I do not want some treasure hunters take my (albeit insignificant) work