What repercussions for this work around?
Posted: Sun Jun 30, 2013 5:15 pm
I have been struggling with clones.
After reading this threadhttp://game-editor.com/forum/viewtopic.php?f=27&t=12650.
And using the following:
I ran into the obvious problem that the x,y position goes of clone.0. However I have a slew of cloned mobs and couldn't find a workable workaround for my skill.
However, I noticed that if I used this instead, I have the enemy doing what I want.
With it continuously checking against the greater than value of the original enemy the other clones shoot like I want, but I am aware that what I'm doing is not correct.
What are the long term ramifications for doing such?
After reading this threadhttp://game-editor.com/forum/viewtopic.php?f=27&t=12650.
And using the following:
- Code: Select all
if ( distance(Player.x, Player.y, Enemy.x, Enemy.y)<=someDistance) {
//do Stuff
}
I ran into the obvious problem that the x,y position goes of clone.0. However I have a slew of cloned mobs and couldn't find a workable workaround for my skill.
However, I noticed that if I used this instead, I have the enemy doing what I want.
- Code: Select all
if ( distance(Player.x, Player.y, Enemy.x, Enemy.y)>=someDistance) {
//do Stuff
}
With it continuously checking against the greater than value of the original enemy the other clones shoot like I want, but I am aware that what I'm doing is not correct.
What are the long term ramifications for doing such?