Reply to Re: Enemy won't target Dink
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Actually, that's not a bad idea. If I had them launch upwards from the dragons first that might be able to make a pretty neat effect. Maybe I'll make two dragons.
For now I've sorted it out by having them use sp_follow, then put in a kind of manual attack procedure like this:
For some reason directly calling it as a shoot() command made it ignore the loop-cycle, which is why I've ended up using the goto tags instead. Not the neatest thing, but hey-ho.
For now I've sorted it out by having them use sp_follow, then put in a kind of manual attack procedure like this:
//NOTE: I cut out pretty much everything irrelevant void main(void) { int &counts = 0; int &mcounter = random(40, 60); goto loop; } void shoot(void) { loop: &counts += 1; wait(100); if(&counts < &mcounter) { goto loop; } //This set-up means the wait-time isn't forgotten when interrupted &counts = 0; &mcounter = random(20,30); //Attack scripts go here } void hit(void) { //Make noises 'n' stuff goto loop; }
For some reason directly calling it as a shoot() command made it ignore the loop-cycle, which is why I've ended up using the goto tags instead. Not the neatest thing, but hey-ho.