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- Feb 6, 2015
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Ok, I'm back and I am making a little shooting minigame. It's pretty simple, right now I just have an event of a cannon pointed up at an event of a monster that walks down toward the player. The player stands behind the cannon and the action button starts the shot. In front of the cannon is the cannonball Event activated by a switch (from the cannon event). I tried using the movement route command but it moves the cannonball too slow even when I set the speed to x4 fast. I found the Jump moves at the speed I wanted so I have the cannonball Jump: 0,-6 so it jumps up toward the monster.
In the monster event I have 4 variables tracked. The cannonballs screen x & screen y and the monsters events screen x & screen y. As well as the movement of the monster stepping slowly toward the player. When the x & y match, there's an animation and the cannonball switches off and returns to it's spot in front of the cannon, ready to fire again.
The problem is, as long as the monster stays at 6 tiles up from the cannon it works. As soon as he moves 1 tile closer the cannonball fires past it and messes the whole thing up. I think it has to do with the jump because when I just use the move up in the command it works fine. Just too slowly.
Is there a way to track the x & y of the Jumping event? Or is there a way to track the difference in distance from the cannonball and the monster and set the Jump command with that variable? So it always jumps just as far as it needs to.
Is there a better way to do this I'm not seeing?
I plan on having more monsters that walk randomly around or toward the player and the cannon can shoot at each one. But I need to get this to work right with just a basic setup first.
In the monster event I have 4 variables tracked. The cannonballs screen x & screen y and the monsters events screen x & screen y. As well as the movement of the monster stepping slowly toward the player. When the x & y match, there's an animation and the cannonball switches off and returns to it's spot in front of the cannon, ready to fire again.
The problem is, as long as the monster stays at 6 tiles up from the cannon it works. As soon as he moves 1 tile closer the cannonball fires past it and messes the whole thing up. I think it has to do with the jump because when I just use the move up in the command it works fine. Just too slowly.
Is there a way to track the x & y of the Jumping event? Or is there a way to track the difference in distance from the cannonball and the monster and set the Jump command with that variable? So it always jumps just as far as it needs to.
Is there a better way to do this I'm not seeing?
I plan on having more monsters that walk randomly around or toward the player and the cannon can shoot at each one. But I need to get this to work right with just a basic setup first.
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