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    Homing projectile vs multiple targets

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    • bosswaveB
      bosswave @Aidan_Fire
      last edited by

      @Aidan-Oxley I’ve never tried working with arrays before. Seems like I have my work cut out lol.

      And where the heck is the set input field behavior? Am I needing to purchase an upgrade to have access to it or something?

      Aidan_FireA SplitMindGamingS 4 Replies Last reply Reply Quote 0
      • SplitMindGamingS
        SplitMindGaming @Aidan_Fire
        last edited by

        @Aidan-Oxley yes I thought the same thing. Both of us would actually compliment each other if we ever did decide to team up. It would be a force to be reckon with. Here’s a video of me showing a time lapse of something I did in photoshop a long time ago. Although doesn’t have to do with games but it kind of shows where my skills are at in terms of designing.

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        • Aidan_FireA
          Aidan_Fire
          last edited by

          When missile spawns, it will run this loop that will repeat the logic under it once for every target object that exists, and it will do this very quickly (this completely freezes hyperPad if the loop tries to repeat too many times, that's how fast they are). In the loop, it will get the ID of a target object and calculate the distance to it. It will group the ID and calculated distance together in an array with the order of distance, ID. Then it will store this information in another array, and move on to the next target object, if there is one. Once it's finished the loop, it will sort the array from smallest calculated distance to largest, then all it needs to do is get the data from the start of the array (because it's the smallest), get the ID of the object with that distance and go home in on it.

          Don't know if this is helpful in understanding the logic, but there you go.

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          • Aidan_FireA
            Aidan_Fire @bosswave
            last edited by

            @bosswave Press here:816E405B-5DD1-4F6F-8801-72249AB86517.jpeg

            Jack8680J 1 Reply Last reply Reply Quote 0
            • Jack8680J
              Jack8680 @Aidan_Fire
              last edited by

              @Aidan-Oxley Really all you need to do is loop through a list of targets and keep track of which one is closest, no? Rather than sorting the whole array.

              Aidan_FireA 1 Reply Last reply Reply Quote 1
              • Aidan_FireA
                Aidan_Fire @Jack8680
                last edited by Aidan_Fire

                @Jack8680 Yeah but that takes more behaviours :P need another box container to keep the minimum value, then get the minimum value every loop.

                EDIT: actually Jack's idea is more efficient and probably takes same amount of behaviours, and makes me wonder why I did it the way I did in the first place.

                1 Reply Last reply Reply Quote 0
                • SplitMindGamingS
                  SplitMindGaming @bosswave
                  last edited by

                  @bosswave you mentioned you want it to look at a group of spawned objects. Are these objects constantly spawning or do they spawn in once.

                  Aidan_FireA 1 Reply Last reply Reply Quote 0
                  • Aidan_FireA
                    Aidan_Fire @SplitMindGaming
                    last edited by

                    @SplitMindGaming Doesn't matter. When the missile spawns or the homing logic is triggered, it will look at all objects that currently exist with the tag "target".

                    Jack8680J 1 Reply Last reply Reply Quote 0
                    • Jack8680J
                      Jack8680 @Aidan_Fire
                      last edited by

                      @Aidan-Oxley We think in different ways when making something like this lol.

                      1 Reply Last reply Reply Quote 0
                      • SplitMindGamingS
                        SplitMindGaming @bosswave
                        last edited by

                        @bosswave here’s my ghetto way of doing it. It doesn’t use arrays. Very simple logic really. But this only works assuming you already spawned in your objects. You can always just already have the objects spawned in but hidden away far off screen. Then have certain events move that object to scene when you want it. You will notice that this method does work and it will follow the closest square that’s next to it. So go ahead move each square next to the missile and it will follow the closest one. Maybe this can be a temporary approach until you learn arrays and know the ways of master aiden. Use safari to download and open this project.Homing missile.tap

                        Jack8680J 1 Reply Last reply Reply Quote 0
                        • SplitMindGamingS
                          SplitMindGaming
                          last edited by

                          Here’s a video showcasing it follow the closest squareFullSizeRender.mov

                          1 Reply Last reply Reply Quote 0
                          • Jack8680J
                            Jack8680 @SplitMindGaming
                            last edited by

                            @SplitMindGaming I think Aidan's reworking his to not use arrays right now lol

                            SplitMindGamingS 1 Reply Last reply Reply Quote 0
                            • SplitMindGamingS
                              SplitMindGaming @Jack8680
                              last edited by

                              @Jack8680 yeah he’s about to poop on mine right now just wait for it.

                              Jack8680J 1 Reply Last reply Reply Quote 0
                              • Aidan_FireA
                                Aidan_Fire @bosswave
                                last edited by Aidan_Fire

                                @bosswave Don't use the other example, use this one instead: https://go.aws/2zEM8XH
                                Jack made me realise what I was doing before is really over complicating the problem, this one is way simpler and doesn't even use arrays.

                                It's so funny how you can make something complicated, but then it ends up being dumb because of how simple it can actually be.

                                SplitMindGamingS 1 Reply Last reply Reply Quote 1
                                • Jack8680J
                                  Jack8680 @SplitMindGaming
                                  last edited by Jack8680

                                  @SplitMindGaming Haven't looked at yours yet, but I think the best way is something like this:

                                  minDistance = -1;
                                  foreach(potentialTarget in tag)
                                  {
                                      distance = CalculateDistance(self, potentialTarget );
                                      if(minDistance == -1 OR  distance < minDistance)
                                      {
                                          minDistance = distance;
                                          target = potentialTarget;
                                      }
                                  }
                                  

                                  Or if there's a maximum range, you can just do

                                  minDistance = maxRange;
                                  foreach(potentialTarget in tag)
                                  {
                                      distance = CalculateDistance(self, potentialTarget );
                                      if(distance < minDistance)
                                      {
                                          minDistance = distance;
                                          target = potentialTarget ;
                                      }
                                  }
                                  

                                  Too bad having an OR in hyperPad isn't quite the same as in a normal programming language; if you put two ifs next to each other connected to the same group of behaviours, it's possible for them to both be true and run the behaviours underneath twice, so it gets a bit messy.

                                  1 Reply Last reply Reply Quote 1
                                  • SplitMindGamingS
                                    SplitMindGaming @Aidan_Fire
                                    last edited by

                                    @Aidan-Oxley the thing I notice with yours is that it doesn’t follow the closest square. It only follows and locks on 1 target. It doesn’t redirect. Did u check out my video on how mine behaves?

                                    Aidan_FireA 1 Reply Last reply Reply Quote 0
                                    • Aidan_FireA
                                      Aidan_Fire @SplitMindGaming
                                      last edited by Aidan_Fire

                                      @SplitMindGaming It finds the nearest target ONCE, and chases that one forever. It can be told to redirect whenever you want, just activate the behaviour bundle called "Homing trigger" and it will redirect to the nearest target and then chase that one forever. For example: edit the project and add a timer and connect Homing trigger (with all the behaviours under it) underneath the timer. Don't make the timer too fast or you could lag/freeze the project if you have spawned in lots of targets. 0.5s would be fine.

                                      I did look at yours. I moved the blue and green squares both to the top right of the screen and the missile just stopped and sat there.

                                      SplitMindGamingS 2 Replies Last reply Reply Quote 0
                                      • SplitMindGamingS
                                        SplitMindGaming @Aidan_Fire
                                        last edited by

                                        @Aidan-Oxley yeah I was going to say the same thing. When your missile hits the edge of the screen it just stops there and freezes.

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                                        • SplitMindGamingS
                                          SplitMindGaming @Aidan_Fire
                                          last edited by

                                          @Aidan-Oxley 8AEC4F6A-BC05-4262-864B-D400B6E2A4AD.png

                                          Aidan_FireA 1 Reply Last reply Reply Quote 0
                                          • Aidan_FireA
                                            Aidan_Fire @SplitMindGaming
                                            last edited by Aidan_Fire

                                            @SplitMindGaming If the object the missile is chasing gets deleted, the missile will stop and have nothing to do. In that case, you would want to add some logic to detect when its target is destroyed, and decide what to do then (e.g trigger homing again and select a new target, or just delete the missile). However if you get the missile to constantly redirect to the nearest target on a timer this shouldn't happen unless all targets are destroyed.

                                            SplitMindGamingS 1 Reply Last reply Reply Quote 0
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