No offence! :( but this is a flawed technique. The speed of the objects means that the player can walk into one of the sight bullets after the enemy can no longer realistically 'see' that spot. A better idea, which I have used, is to make an invisible cone object that is set to always be in the same spot as the enemy, and even always facing the same direction of the enemy. Then if the player stands in the cone, the enemy 'shoots' at him with the sight bullets, which die if hitting walls.
@Dugular Your cone method requires less objects, but both this version and yours use a shooting object, therefore the delayed response point (which can result with innaccuracy and hits after an object can't see) is either incorrect or the same on both. Yes a cone with a shooting object on overlap works, actually thinking about it, it makes more sense that way.
@Yamiscott Now that I think about it, you're right. It doesn't remove the problem entirely. I believe it does lessen the problem though as the 'enemy' is only shooting straight at the player. So there would never be an instance where a player would walk 'into' an already shot object. The player would only ever be walking away. In my little game I made using it, it felt pretty good as it felt like reaction time from the enemy, and gave the opportunity to quickly 'duck away' when in sight.
ok ok i get it hey can you answer a question for me? I'm making a zombie survival game where the zombies spawn outside of the barrier of the frame and constantly move at you... i want them to always know where you are but i dont want them to walk through walls/other obstacles... how would i do this? I've had some major trouble... if you can send me a pm or make a video of this that would be fantastic! Thanks!
Ah! i have a solution to FBI's problem... which i now realise he probibily figured it out by now or just does not care, BUT, all you do is make another even where if the alterable value of a changes to 0 every 20 seconds or so and make another one to say that if the alterable value a = 0 then the Enemie goes back to its original settings,if without seeing you again, i havent tryed this yet would it acutally work?
That didn't work either, because if I was above it, yet somewhere he could still see me, he'd stop shooting.
There's going to be a lot of walls, so I need a solution that would work for all the walls.(And not just one.) I sadly don't have the time to set every single possible wall.
I have a question, if you don't mind helping me out.
I'm going to have quite a few "enemies".
Most likely 10 or more.
I need each one to constantly be able to "see" though.
If it picks one of the "enemies" at random, and shoots sights, then it might not pick the one near the player.
The player could just walk right in front of an enemy, and he wouldn't be "seen" because it's picking the other "enemies" at random to shoot the sights, instead of the one closest to the player.
Hi, in this I just enable the enemy to see, once they spot a played a value becomes 1, that's all, I don't do anything once he's spotted the player. but making him follow is easy. just make an event where Alterable value A of Enemy = 1 having the Enemy look at the player at (0,0). for shooting have it so it shoots when the sight object hits again. so a new colision with the player and sight, but when Alt A = 1 play a gunshot and shoot a bullet at the player.
No offence! :( but this is a flawed technique. The speed of the objects means that the player can walk into one of the sight bullets after the enemy can no longer realistically 'see' that spot. A better idea, which I have used, is to make an invisible cone object that is set to always be in the same spot as the enemy, and even always facing the same direction of the enemy. Then if the player stands in the cone, the enemy 'shoots' at him with the sight bullets, which die if hitting walls.
Dugular 6 months ago
@Dugular Your cone method requires less objects, but both this version and yours use a shooting object, therefore the delayed response point (which can result with innaccuracy and hits after an object can't see) is either incorrect or the same on both. Yes a cone with a shooting object on overlap works, actually thinking about it, it makes more sense that way.
Yamiscott 6 months ago
@Yamiscott Now that I think about it, you're right. It doesn't remove the problem entirely. I believe it does lessen the problem though as the 'enemy' is only shooting straight at the player. So there would never be an instance where a player would walk 'into' an already shot object. The player would only ever be walking away. In my little game I made using it, it felt pretty good as it felt like reaction time from the enemy, and gave the opportunity to quickly 'duck away' when in sight.
Dugular 6 months ago
ok ok i get it hey can you answer a question for me? I'm making a zombie survival game where the zombies spawn outside of the barrier of the frame and constantly move at you... i want them to always know where you are but i dont want them to walk through walls/other obstacles... how would i do this? I've had some major trouble... if you can send me a pm or make a video of this that would be fantastic! Thanks!
marcussatu 1 year ago 2
Very awsome men You ' re nice for Edit Game With Multimedia Fusion 2
arblini06 2 years ago
how do you make an enemy move towards the character when spotted?
StringofBinary 2 years ago
Yeah. I wanna know too.
Mightyena5875345 1 year ago
@StringofBinary "When a value is triggered", Set"Enemy" to look at "Player".
BlazefireHedgehog 1 year ago
open source file plzz :P
canavaro100 2 years ago
Ah! i have a solution to FBI's problem... which i now realise he probibily figured it out by now or just does not care, BUT, all you do is make another even where if the alterable value of a changes to 0 every 20 seconds or so and make another one to say that if the alterable value a = 0 then the Enemie goes back to its original settings,if without seeing you again, i havent tryed this yet would it acutally work?
Orbitalshot 2 years ago
Also if you can help,
I've set it up so that when the Enemy sees me that he stops moving and shoots me.
I want him to stop if I'm hiding behind a wall though.(Because he can't see me.)
At first, I made it so if the bullet hit the wall, he'd stop shooting.(Thinking I'd be behind it.)
But all I had to do was stand in front of it and dodge the bullet.(Then it would hit the wall.)
Next, I made it so that if I was higher than the wall, and the enemy was below it, that he'd stop shooting.
FBIRyan 2 years ago
That didn't work either, because if I was above it, yet somewhere he could still see me, he'd stop shooting.
There's going to be a lot of walls, so I need a solution that would work for all the walls.(And not just one.) I sadly don't have the time to set every single possible wall.
Thank again,
-Ryan ^_^
FBIRyan 2 years ago
Another problem that happens quite a lot:
Enemy One shoots some sights.
Enemy Two is also in the screen and is shooting sights from him.(Although there's no way his sights are going to hit you.)
Right before you get hit by the sight shot by Enemy One, Enemy Two shoots a sight.(Thus changing Alt Value A of the sight too his Alt Value A)
Now the game thinks that Enemy Two sees the player. That's a big problem. D:
Any ideas on a way to fix this problem?
Thanks for you time,
-Ryan (:
FBIRyan 2 years ago
I have a question, if you don't mind helping me out.
I'm going to have quite a few "enemies".
Most likely 10 or more.
I need each one to constantly be able to "see" though.
If it picks one of the "enemies" at random, and shoots sights, then it might not pick the one near the player.
The player could just walk right in front of an enemy, and he wouldn't be "seen" because it's picking the other "enemies" at random to shoot the sights, instead of the one closest to the player.
How can I fix this?xD
FBIRyan 2 years ago
Very awesome tutorial!
I will be using it in my school project. :D
I'd love to see future tutorials. ;)
Subscribed.
FBIRyan 2 years ago
New at MMF here,,,,, thank you very much for sharing this tutorial. most appreciate =) LOL now I need how to make kill the enemy or take some life.
alexinchains1 2 years ago
one question,does a seeing ai mean they follow you an dhsoot at you or just see you,do you knwo how to make them shoot at you or run at you
ALIFEOFTIME 3 years ago
Hi, in this I just enable the enemy to see, once they spot a played a value becomes 1, that's all, I don't do anything once he's spotted the player. but making him follow is easy. just make an event where Alterable value A of Enemy = 1 having the Enemy look at the player at (0,0). for shooting have it so it shoots when the sight object hits again. so a new colision with the player and sight, but when Alt A = 1 play a gunshot and shoot a bullet at the player.
Yamiscott 3 years ago