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.






