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Man I was killing myself to identify a bug that was not being directly reportedLucas PscheidtIt was a single error: Can't connect point with id: 10017 to itself.
And the worst, my code for that line was the same as the code reference... After trying to find it by more than 1 hour alone, I surrendered and asked chatgpt for help... He saw in less than 1 seconds that I have wrote * instead of + (...)
I hate IA sometimes but this time it helped me not going crazy lol
Anyway, thanks for this lesson, it was a true challenge buy also pretty awesome, I am loving learning new and more advanced stuff!20May. 02, 2025
Tip for other students that are struggling a bit with this lesson!Lucas PscheidtTry copying the code the first time than erased it and try writing it again in your own by only looking at documentation! It is extremely helping (at least it is for me) to help understand the code better. Also, if you are stuck, like, you remembered to write a function to prepare the pathfinding graph for instance, but don't remember where to go from there, try remember anything from that function, it doesn't have to be the first thing. For me, what worked was remembering that I would need to do astar2d.add_points in some point, so I added this line and looked at what parameters that function needed, and then it became easier to remember the rest. 10May. 02, 2025
Mob spawning problems PixAngelHellow,
I got one error and my Mob is spawning on the top left.
I suppose the 2 errors are linked. Here's my error code:
E 0:00:00:688 road.gd:56 @ find_path_to_target(): Can't get point path. Point with id: 10000 doesn't exist.
<Erreur C++> Condition "!from_exists" is true. Returning: Vector<Vector2>()
<Source C++> core/math/a_star.cpp:714 @ get_point_path()
<Pile des appels>road.gd:56 @ find_path_to_target()
tower_defense.gd:40 @ _ready()
I've read that position spawner have to be changed, but i dont know how :/
90Apr. 16, 2025
When the road tiles are nearby, mobs pass through the walls.ram876Hello! When I placed the road tiles side by side, the mobs in this case pass through the walls. I understand that these tiles belong to the road tiles and they are adjacent, so this is what happens. Can't this problem be solved in this case? [https://i.imgur.com/fapSpHC.png](https://i.imgur.com/fapSpHC.png)20Apr. 10, 2025
Position of the Mob SpawnerMarcJOne thing that I think should be mentioned(unless it was and I missed it) is that the mob spawner node now needs to be somewhere on the road to generate the path, whereas before it didn't matter because the path was manually created.30Apr. 09, 2025
Lesson Q&A
Use this space for questions related to what you're learning. For any other type of support (website, learning platform, payments, etc...) please get in touch using the contact form.