Track & follow
Follow a moving target, react to where it is, and steer the cursor after it.
Video walkthrough on the way
This topic's video is in production. The written guide below covers everything for now.
A detection doesn't have to treat every frame as brand new. A step can track a target across checks, so the flow knows it's the same object moving, and other steps can react to where it is, how close it is to something, or whether it changed.
Track a target across frames
- Add a track actionOn a step, choose Track a target… and pick the Target to track.
- Name the trackThe Track id is how later steps refer to this object.
React to position and distance
Conditions can measure a tracked target against an anchor: another target that acts as the reference point. Measure from an anchor target compares distance; there's also a check for whether objects are approaching the anchor. That's enough to express things like "when the falling block gets near the paddle" or "when an enemy closes within range".
Glide the cursor after it
The cursor can follow a tracked target instead of jumping to it. On a click or move action, Glide over sets how long the cursor takes to reach the target (a human-looking sweep instead of a teleport), and Move axis locks the movement to horizontal or vertical only, which is exactly what paddle-style games want. Both are free features.
To press keys while a target is in a state (say, hold A while the enemy is left of you), see Click & press keys.
React to change over time
The Changed since last check… condition fires when a region's content changes between checks (or when it stays the same, uncheck to invert). A cooldown keeps it from firing on every tiny flicker: it fires once the cooldown has elapsed. Good for "the loot dropped", "the page finished loading", or "nothing has moved for a while".
Stuck on a step?
Ask in the Discord, post on r/QHuman, or email support. Happy to help.