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CreatiCode Scratch Forum

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  3. How to have clones not point at the original Sprite of other clones when pointing at coordinates from 2 tables?

How to have clones not point at the original Sprite of other clones when pointing at coordinates from 2 tables?

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  • SirBotsS Offline
    SirBotsS Offline
    SirBots
    wrote on last edited by
    #1

    Title says all. Will give more details when asked.

    Your local coder who is working around the clock to make sure great games are made

    JaecadeJnightJ 1 Reply Last reply
    1
    • SirBotsS SirBots

      Title says all. Will give more details when asked.

      JaecadeJnightJ Offline
      JaecadeJnightJ Offline
      JaecadeJnight
      Mod Helper
      wrote on last edited by
      #2

      @sirbots With as little context as possible and me giving a general answer (although i know this is for your game), there are like 2 ways I can think of and they aren’t gonna be easy or are gonna not be computer memory friendly.

      First, you could have a seperate process (starting with when green flag is clicked or when I receive a message game started) that will check forever (if/else statements within a forever c block) if a clone is pointing at an original sprite, and to make it less computationally repetitive (as it slows down your computer to have that running forever), you could have this checking process only check in a time/stage where it is applicable, like if the game is started or the player is in a specific area, etc. That would use if/else c blocks within repeat until c blocks within a forever c block I think, I could be wrong but that’s going off a guess. And within these conditionals, you would be getting table and cross checking coordinates and all.

      Second, I don’t personally think this is good all the time (since I’m biased towards the use of AI in creative processes like this), but you could use CreatiCode’s XO AI assistant. From the title this sounds like a hard and probably monotonous task and you could just have the AI give something that might work. And even if the code it gives you doesn’t work, you might be able to learn from it or see the technique it’s trying to use and then apply it to your current project.

      I’m not willing to give help with blocks at the moment, but I can clarify what I mean if it doesn’t make sense

      #LLJW
      <span style="color:white;background-image:linear-gradient(to right, lightblue, navy)">My name is Jeff</span>

      SirBotsS 1 Reply Last reply
      1
      • JaecadeJnightJ JaecadeJnight

        @sirbots With as little context as possible and me giving a general answer (although i know this is for your game), there are like 2 ways I can think of and they aren’t gonna be easy or are gonna not be computer memory friendly.

        First, you could have a seperate process (starting with when green flag is clicked or when I receive a message game started) that will check forever (if/else statements within a forever c block) if a clone is pointing at an original sprite, and to make it less computationally repetitive (as it slows down your computer to have that running forever), you could have this checking process only check in a time/stage where it is applicable, like if the game is started or the player is in a specific area, etc. That would use if/else c blocks within repeat until c blocks within a forever c block I think, I could be wrong but that’s going off a guess. And within these conditionals, you would be getting table and cross checking coordinates and all.

        Second, I don’t personally think this is good all the time (since I’m biased towards the use of AI in creative processes like this), but you could use CreatiCode’s XO AI assistant. From the title this sounds like a hard and probably monotonous task and you could just have the AI give something that might work. And even if the code it gives you doesn’t work, you might be able to learn from it or see the technique it’s trying to use and then apply it to your current project.

        I’m not willing to give help with blocks at the moment, but I can clarify what I mean if it doesn’t make sense

        SirBotsS Offline
        SirBotsS Offline
        SirBots
        wrote on last edited by
        #3

        @jeffreyrb03-gmail I got it fixed. I just have the bots point at a different target if the coordinates for their current target is the exact same as the player’s cords.

        Your local coder who is working around the clock to make sure great games are made

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