I need help on building a new level [SOLVED]

I made a new level called the-eye-of-the-fortress and I’m trying to program Zana to attack the ogres because there is nothing that makes her attack automatically. Somehow, she keeps attacking herself and this is a problem with all my other heroic sprites (except commendable types).
Here is my code:
existence. Exists This Thang exists and takes part in the level simulation.

stateless:

false

exists:

true

physics. Physical This Thang has physical presence (position, size, shape).

pos:

(21.650000000000002, 41.69, 1)

width:

1m

height:

1m

depth:

1m

rotation:

0rad (0˚)

shape:

“ellipsoid”

magic. CastsRaiseDead This Component gives the Thang a raise-dead spell.

cooldown:

0.5s

duration:

10s

power:

100

radius:

20m

specificCooldown:

10s

magic. Casts This Component gives the Thang the ability to cast spells (from other Components).

combat. Flaps This Component gives the Thang a flapping wind gust ability.

cooldown:

0.1s

flapRadius:

30m

flapWindMass:

20kg

specificCooldown:

0s

combat. Paralyze Paralyzes the target

cooldown:

0.75s

paralyzeDuration:

4s

paralyzeFactor:

0

paralyzeRange:

25m

specificCooldown:

13s

combat. Pacify Significantly slows the target and reduces the attack damage of the target. Deals small damage proportional to the attacker’s attack damage

cooldown:

0.75s

pacifyDuration:

5s

pacifyFactor:

0.2

pacifyRange:

35m

specificCooldown:

7s

combat. AttacksNearby This Thang has an attackNearbyEnemy method.

attackNearbyEnemyWaitTime:

3

attackNearbyEnemyRange:

0

combat. Attackable This Component gives the Thang health and the ability to take damage.

damageReflection:

0

damageReflectionRange:

5m

health:

0

healthReplenishRate:

5

maxHealth:

3666

combat. Attacks This Thang can attack.

attackDamage:

50

attackMass:

0kg

attackRange:

3m

attackZAngle:

0rad (0˚)

attacksWhenOutOfRange:

false

chasesWhenAttackingOutOfRange:

true

complainsWhenAttackingOutOfRange:

false

cooldown:

1s

specificCooldown:

0s

attackMovesIncrementally:

false

existence. Spawns This Thang can spawn other Thangs.

requiredThangTypes:

(empty)

vision. Sees This Thang can see other Thangs.

seesThroughWalls:

false

visualRange:

9001m

combat. HurtsToTouch This Component makes the Thang hurt any other Thangs that touch it.

touchDamagePerSecond:

50

touchIgnoresStationary:

false

combat. AttacksAtRange

targeting. RotatesToTarget This Thang will rotate to face its target.

targeting. Targets This Thang can target other Thangs or positions.

collision. ProximityTrigger Triggers a method call when approached.

groundOnly:

false

triggerRange:

2

inventory. Equips This Component lets the Thang equip Items. It pulls in all the Components needed for a basic, versatile Thang.

attackDamageFactor:

1

maxHealthFactor:

1

ai. FindsPaths This Component lets the Thang use pathfinding when it moves, and gives it access to the AI System’s pathfinding data structures.

collision. Collides This Thang collides with other Thangs.

collisionType:

“dynamic”

collisionCategory:

“ground”

mass:

70kg

fixedRotation:

false

isBullet:

false

restitution:

0.5

event. HasEvents This Thang tracks events that happen to it on each frame, like ‘take-damage’.

effect. HasEffects This Component makes the Thang susceptible to effects.

action. Acts This Thang can take actions (like ‘move’ and ‘attack’).

resetsToIdle:

false

alliance. Allied This Thang is part of a team.

team:

“humans”

superteam:

“”

significantProperty:

“isAttackable”

ui. Scales This Component allows the Thang to change its visual scale.

scaleFactor:

1

scaleFactorX:

0

scaleFactorY:

0

hearing. Hears This Thang can hear other Thangs.

hearingRange:

9001m

hearingDelayMinimum:

0.5s

hearingDelayMaximum:

2s

ui. Selectable This Thang can be selected by clicking on it.

excludedHUDProperties:

(empty)

extraHUDProperties:

(empty)

inThangList:

true

hudName:

“”

hearing. Says This Thang can talk.

cooldown:

0s

labelStyle:

“say”

silent:

false

voiceRange:

20m

movement. Moves This Thang can move (either by running, rolling, flying, or swimming).

locomotionType:

“running”

maxSpeed:

3.6m/s

maxAcceleration:

100m/s^2

dragCoefficient:

1

rollingResistance:

0.3

currentSpeedRatio:

1

cooldown:

0s

programming. HasAPI This Component lets the Thang specify its API to other Programmable Thangs. You can also use it to add random properties to a Thang.

apiMethods:

“findNearest” | “hasEffect” | “distanceTo” | …

“findNearest”

“hasEffect”

“distanceTo”

“findNearestEnemy”

“findEnemies”

“findByType”

apiProperties:

“id” | “health” | “pos” | …

“id”

“health”

“pos”

“target”

“team”

“type”

“maxHealth”

type:

“”

Please could you post a link to the level editor. I tried using the-eye-of-the-fortress, but it didn’t work… Have you published it yet?

And also, I think you should try CodeCombat - Coding games to learn Python and JavaScript

For the link to the level.

I’ve finished publishing the level, so you can use it.

I see the problem. I think you have too many things in the level.

Actually, thanks for telling me, I’ll remove some of my archers and paladins. But, my problem is that the other characters, like the pixie Zana I added, just won’t attack the enemies! They only attack themselves! They’re not enemies for themselves! And I added targeting. Targets but it still won’t work properly!

Oh, I forgot to use artificial intelligence. I’ve solved my problem. Thanks everyone in this post for helping out!

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