Verify the ID number and count the number of places down the object list (starting with zero).
And yes, that's a good idea to verify your monster projectile is flagged as a monster weapon.
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Open your AI "shoot at player" script and look at the create object code. It likely says CreateObject tempx, tempy, $#99, #$00 I typed 99, but in your code, it is likely 00 through 08, pointing to a game object. Since you think its creating your melee weapon, it is likely 01 you will see there. Chan...
Or another thought... Create a custom AI action within the boss monster itself. Say your monster has a health setting of anything more than 1. In a special AI step, you can check if your monsters health is down to 1 (not zero because natural destroy me logic will kick in) then custom destroy me and ...
- Thu Feb 21, 2019 1:19 pm
- Forum: Ask For Help
- Topic: What is screen type? Is it a variable we can use?
- Replies: 2
- Views: 36
Screen type is a number 0 through 255 that organizes trigger effects across the various screens. So if you have two screens both with monster lock tiles and both are screen type 1, then activating the monster lock on one screen will automatically unlock on the other. If they have differnt screen typ...
I think its possible. I don't know how to code it at the moment but in the monster drop, you can do a compare branch. If monster equals boss then destroy me and create the specific object. Else do the normal monster drop logic.
I can't play your game at work, so I cannot see what your hud is or is not doing. But I will ask the question that usually points to the problem... Did you watch the Sprite Zero video? Having any of those settings wrong will mess with your Hud.
Definetely not with the standard code modules available. At best, you could get a single basketball player to run up and down a court, and possibly dribble a ball, and maybe even shoot towards the hoop. But all of the additional AI you would need for opponents, not to mention ball physics, that woul...