Need help with finding a way to have fluid aiming at clones without delaying movment
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So, I updated my new targeting system for the AI in WOC, but, their aiming is very glitchy, as if the coordinate scripts were not updated constantly enough. I have the closest target IDs in both bot sprites reset after shooting at a target, (This is so it finds a new target In case the next closest one is farther away), but for when it shoots, how can I get it to constantly point and follow fluidly at its current Target? Is there any way to fix this? (Will provide both scripts upon request)
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So, I updated my new targeting system for the AI in WOC, but, their aiming is very glitchy, as if the coordinate scripts were not updated constantly enough. I have the closest target IDs in both bot sprites reset after shooting at a target, (This is so it finds a new target In case the next closest one is farther away), but for when it shoots, how can I get it to constantly point and follow fluidly at its current Target? Is there any way to fix this? (Will provide both scripts upon request)
@sirbots I believe i have done something like this, the issue is you can’t reference clones with the vairable of sprite reporter (the sensing block that lets you see sprite only vraiables in other sprites and their x y positions) I think they tried that but something changed after a while and reverted it (or it was only for 2d physics blocks)
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@sirbots I believe i have done something like this, the issue is you can’t reference clones with the vairable of sprite reporter (the sensing block that lets you see sprite only vraiables in other sprites and their x y positions) I think they tried that but something changed after a while and reverted it (or it was only for 2d physics blocks)
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@sirbots I think you should mkae a suggestion where the sensing block I was talking about (variable of sprite) does the reference thing that I had previously suggested it do but my suggestion was only related to 2d physics, the method they made was “cloneid|spritename” to rerfefernce it, it would let you not have to have a list/table of all the x y positions (the issue with that is it has to set to that table every frame, which unless you dont do would be the only way to improve it)
Send me a picture of the scripts, the only improvement you yourself could probably make with it is either using a turn towards sprite in 0 seconds block or if you dont, use a table/list for target x y positions (I assume you do already)
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@sirbots I think you should mkae a suggestion where the sensing block I was talking about (variable of sprite) does the reference thing that I had previously suggested it do but my suggestion was only related to 2d physics, the method they made was “cloneid|spritename” to rerfefernce it, it would let you not have to have a list/table of all the x y positions (the issue with that is it has to set to that table every frame, which unless you dont do would be the only way to improve it)
Send me a picture of the scripts, the only improvement you yourself could probably make with it is either using a turn towards sprite in 0 seconds block or if you dont, use a table/list for target x y positions (I assume you do already)
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