I'm using this RTS movement engine, and I have a pretty simple request. I can't figure out how to make the guys stop before they overlap each other. I tryed making circles around each one and when the circles overlap, they stop, but that didn't work because they couldn't reach the mouse, they just stopped on the way to the target. So could you make it that when you select multiple units and move them to the same location, they don't overlap, and stop when they're close to each other (like grouping up)?
Thanks a lot!
And also, semi off-topic, does anyone have some overhead RTS sprites (not future or present, I mean like swords and stuff)? I couldn't find any.
In order for that circle detector thing to work, you'd have to create an ID tagging system in Fastloops, so that you can test each detector individually.
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No, the tagging each individually wasn't the problem, the problem was figuring out how to make them ONLY stop when they're close to the cursor instead of just top whenever they're close to each other.
Ok Shab, I've looked around & I still cant find anything about ID Tagging in FastLoop, it sounds useful for something I wanted to make but couldnt. I'ved checked Fastloop too & I still dont see anything about it.
Shiinobii: You can try asking this question on the official Clickteam forums( http://www.clickteam.com/CTforum/categories.php3 ), or seeing if it has already been answered there. If there is a maximum number of selectable units, you could hardcode a stopped formation, telling each unit to go to a specific place relative to the waypoint using whatever collision and pathfinding engine you use, but there's probably a much better way.
Brandon: Fastloop ID article: http://www.clickteam.info/kb/start/index.php?showtopic=43
The basic principle is to spread a value among the copies of the object that you want to individually check, then compare that alterable value to the loopstep in the loop to focus on an individual copy.
Edited by the Author.
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