🔎 Research for Moving Enemies and How We Might be Able to Create One [ Pseudo-movement ]

good point if we could figure out a way to track how much health the prop has we could do it!

Yeah, but the problem is that detecting and tracking damage isn’t the most possible thing just yet.

We could track the damage with a property, detecting it… I’ll be back

I suggested to Josh to add a damager checker, but he just added the when gadget fired device :(. Maybe it will get added, and when it does, it will be a game changer.

And how are you going to detect damage with a property.

I’m waiting for that day.

Sentries, unlike players, are not affected by their environment in most cases. This was discovered in a patch awhile ago.

You’re so respectful today.

I think this is just going to be impossible until an update occurs.

What do you mean by this?

I did something!!!






I know it isn’t what we need but maybe it can be useful somehow

I’m gonna make thumbnails, I have like 4 to make I think I might have forgot some and research makes my brain hurt

Could you maybe test it out? I think this could work in theory. See the problem is that while this works for bosses where you can’t directly fight back other than use the bosses’ own projectiles, you can’t exactly detect how much health it has by hitting it with a projectile(aka using a gadget).

It works it is just has a lot and I mean a lot of problems

Is this the kind of gif you were looking for? I made one
The image broke…

P.S. My system I made works across the entire map so you could have an invisible hunter in your map if you want :smiling_imp: (Don’t do that :sob: )

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wow this is fire :fire:

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No, no. I have a working enemy that chases you. It essentially pinpoints your exact location. I replace the player with a basketball prop, and the enemy is an infected 3d printer. I don’t use the gim because my custom coordinates mechanic is much, much more efficient and honestly easier.
The sentry uses the players custom X coor. first, and if the enemy is not at the exact x. coord as the player the sentry moves up 1 tile on the x coord. Then it checks the Y coord.
This happens every 0.2 seconds to give the player time to run ensuring the player is slightly faster than the enemy.
You could replicate this system with sentries as well but there is a limit of 100, but I will do so anyways, just in a much smaller area.
This system is certainly possible.
As for the gim, at ‘‘gamestart’’, the gim will be teleported to a room with a zone above the player, to the left of the player, below the player, above the player, and to the right of the player.
There will be a camera point where the action actually takes place.
The custom coordinates system has a downside that IS fixable.
The issue: the player can not move diagonally.
The solution: More zones that trigger multiple directions diagonal from the player.
Mark my words: this is certainly possible with a sentry as well.
So, we CAN make moving sentries.
This is perfectly possible.
But issues will occur.
Code blocks do not have options to move any device or prop, so therefore, this system cannot be used for an entire map. They can, just not with sentries.
Thus the limit of 100.

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@Slim, thanks for linking that guide, however, this is not the same. This completely tracks the player and constantly moves.

I mean we could spread them out a bit more and that would cover some more room

Yes! 2.0 size and maybe double the tick interval so the player can run and have a chance of not immediately getting tagged by the enemy!

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The reason I mentioned text as a way to do this:

Text would be an excellent way to do this for one reason: you could make a barrier that would effect the moving enemy! The enemy would only move in one direction if they have not matched the player's coordinate in the opposing direction or if there is a barrier in that direction. In that case, the enemy would move above the barrier in a direction depending on which is closer to the player.

@wingwave, I would understand why you would think this but this is research is taking coordinates into consideration.
This would be a sentry that actually moves without player action.

The answer to this is that every tick block code will detect when the player’s custom coordinates and the sentry’s custom coordinates are the same.

@Qu8ck_Qu8ck, could you post a gif of it in action?
Tip: I recommend something like CloudConvert to convert videos into gifs and compress them to upload.

1 Like