No, the demo doesn't lag. If it's a combination of plugins, is there any way to quickly find the problem? I'm assuming I have to disable each and every one manually and figure it out.Does it lag for you in the demo? It might be a combination of plugins?
What do you mean rotate? They won't "rotate" unless having a specific animation for it. Could u maybe send us a gif? Or just explain it betterHi. Bullet its rotate and i dont need that. My sprite is nonstandart. Can you say me, haw i can fix it?
when i shoot in left, bullets move from leds, but when i shoot in right - its normal. Its happend just because my bullet has spase in bottom.What do you mean rotate? They won't "rotate" unless having a specific animation for it. Could u maybe send us a gif? Or just explain it better
I have merged your thread with the thread for the plugin
Hey, not Galv but I've used this plugin a lot.Hi is there a plugin command to disable the plugin on certain maps?
My projectile is supposed to fire a common event, I have <projEffect> on the event that I'm shooting. Yet it's still not being activated.
Galv.PROJ.dir(-1,0,8,3,'swordproj',1,'c(7)',[],[],4,null,null)
This is my projectile as well.
Edit: Nevermind figured out what the problem was.
Hey @Galv; did you see this a while back? I've come back to this project and would still find this snippet really useful.Hey @Galv, question - could I be a pain and trouble you for a very small extension in functionality?
The function you added, Galv.PROJ.ceTargetId() - it's extremely useful, as it allows me to group the effects of projectiles together in one common event.
However, in my game, I have projectiles with different damage values; e.g. a small proj may deal 1 damage while a big proj may deal 10, and at present, I don't have any way of grouping this - I would need to have a different common event for each projectile type.
I could really do with a Galv.PROJ.cePID() , which returns the PID of the projectile that did the damage. Then, I can do IF statements on the TargetID to see what was hit, and within those, IF statements on the PID to see what actually hit them. With that, I can have a master "onProjectileHit" common event that functions kinda like a callback.
I'm sure this is a ~5 line change, but I'm not much of a scripter and I've been trying to add this functionality for several hours this morning with no luck.
EDIT: Also Galv, are you aware of any plugin which would allow enemies to have a larger hitbox size that works with your plugin, that just does that, and doesn't involve an entire movement system?