Reply to Re: scripting help needed
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Since I've messed with using curving projectiles, I am quite certain this is possible to script, though it will take some time and tweaking. I would suggest using a modular script on each individual axe, perhaps passing the starting variables for the initial sp_mx() and sp_my() movement using the new features found in v1.08.
The first thing you need to do is figure out how to make them fly around in a set circle around Dink. The only thing I can think of is that on each runthrough of their loop, you have to increment or "de-inciment" the sp_mx() or sp_my() value... and to do that, you need to check how far they've gone. After they have reached that point, you flip the incremental value by multiplying by -1.
I suppose a visualization of the speed you want to achieve would be (this would be clockwise movement):
Whenever a value meets it's max or min, the value for incrementing its speed needs to be flipped by multiplying it by -1. The object should then begin slowing down its movement along that axis until it reaches a point of no movement (ie. &variable=0), then it will begin moving in the opposite direction.
Now, making them spiral away from their point of origin is simply a matter of simply creating a loop where the wait() value is slowly increased with each iteration of the loop. After a certain number of iterations, you, of course, would want to kill the script and the sprite.
The first thing you need to do is figure out how to make them fly around in a set circle around Dink. The only thing I can think of is that on each runthrough of their loop, you have to increment or "de-inciment" the sp_mx() or sp_my() value... and to do that, you need to check how far they've gone. After they have reached that point, you flip the incremental value by multiplying by -1.
I suppose a visualization of the speed you want to achieve would be (this would be clockwise movement):
......................X=max,y=0
...................../.........\
..................../...........\
..............x=0,y=min.......x=0,y=max
....................\.........../
.....................\........./
......................x=min,y=0
Whenever a value meets it's max or min, the value for incrementing its speed needs to be flipped by multiplying it by -1. The object should then begin slowing down its movement along that axis until it reaches a point of no movement (ie. &variable=0), then it will begin moving in the opposite direction.
Now, making them spiral away from their point of origin is simply a matter of simply creating a loop where the wait() value is slowly increased with each iteration of the loop. After a certain number of iterations, you, of course, would want to kill the script and the sprite.