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»xerus



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15th July, 2006 at 03:03:01 -

The situation is this:

I have enemies that have an "attack timer" value, that is only being added to while they are on the screen. When their attack timer reaches a certain value, they create a bullet. This bullet is an object that can bounce around the screen. When the bullet is created, its xSpeed, ySpeed, and life span are set (All alterable values, of course.)

It works just fine, as long as only one of the enemies on screen is firing. If two enemies fire at the same time, only one of the bullets will recieve the proper values. The other is left just bouncing in place since it doesnt have a proper xSpeed value or anything.

Is there an easy work around for this?

 
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axel

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15th July, 2006 at 03:08:01 -

Well, it should work the way you described it. I'd really need to see your code to solve that one

 
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»xerus



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15th July, 2006 at 03:20:24 -

Alright well I can type out the lines that are in question:

Attack Timer of (Shooting Enemy) = 200
X position of (Player) > X("Shooting Enemy")
(Shooting Enemy): Change animation sequence to Shoot
(Create): Create (Bullet) at (0,0) from (Shooting Enemy)
(Bullet): Set xSpeed to 1
(Bullet): Set ySpeed to (4+Random(3))*-1
(Bullet): Set Lifespan to 150
(Sound): Play sample zap

Attack Timer of (Shooting Enemy) = 200
X position of (Player) <= X("Shooting Enemy")
(Shooting Enemy): Change animation sequence to Shoot
(Create): Create (Bullet) at (0,0) from (Shooting Enemy)
(Bullet): Set xSpeed to -1
(Bullet): Set ySpeed to (4+Random(3))*-1
(Bullet): Set Lifespan to 150
(Sound): Play sample zap

Okay, so if there are two enemies on the screen that reach 200 in their attack timers at the same exact time, there will be two bullets created. However, only one of those bullets will get the events:

(Bullet): Set xSpeed to -1
(Bullet): Set ySpeed to (4+Random(3))*-1
(Bullet): Set Lifespan to 150

And the other one will have the default values.


 
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Del Duio

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15th July, 2006 at 07:45:33 -

Instead of creating a bullet and moving it, would it be better to have the "shoot an object" event instead?

EDIT: I just re-read your post, maybe not!

Image Edited by the Author.

 
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Klikmaster

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15th July, 2006 at 09:41:37 -

Hmm, that is a cufuffle, looks ok to me :/

 
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axel

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15th July, 2006 at 09:47:58 -

=/

 
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Knudde (Shab)

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15th July, 2006 at 10:27:08 -

Here's your solution.

Bullet.Flag0 = Off - (Set your values here), Set Bullet.Flag0 = On


 
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Fifth

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15th July, 2006 at 14:46:04 -

H'm, I don't know if this'd be a defining factor, but when comparing the position of an enemy and a player, you should always do it relative to the enemy.

That is, instead of this:

X("Player") > X("Shooting Enemy")

Do this:

X("Shooting Enemy") <= X("Player")

That way it'll test through all of enemies, instead of just once through the player.

 
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»xerus



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15th July, 2006 at 14:58:42 -

Thanks for the responses guys.

I redid it using a flag for the bullets and it seems to work. ;D

 
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