Ok, I'll try to make it clear. I want this: When I press that blue button (1) a fire ball will be launched
(from 2) and if there is a skull approaching it will run into it and *BOOOM* both of them will be destroyed.
After that more skulls will come and I'll have to use more fire balls so I'll have to press that blue button again and again.
I've tried to do it myself but I couldn't ... ^-^
Thanks..
[spoiler=simple version]Wow, this is gonna be fairly simple, but somewhat time-consuming.
Create an event called "Fireball" that is launched whenever a switch is hit (a switch bound to the floor button) and around it, if you step off the button, then the switch will reset.
However, you also have another option with the floor switch...
You can set it so that it flips the switch and then hits a self switch that takes it to a new event page that waits a few frames and turns the fireball off.
For the fireball, set it to "through" and have it move where you want it to go (so that it can interact with other events without stopping).
FOR THE SKULLS:
Have them as parallel processes that control four variables (four for each fireball/skull, anyway), two for the Map X,Y of the fireball and two for the Map x,Y of the skull.
Set a conditional branch that hits a self-switch on the skull event when the Map X, Y of the Fireball matches the map X, Y of the skull.[/spoiler]
I could come up with a more complicated system, but I have to actually test it out, first.
Thanks for your help but I've already do them. But it doesnt working. I dont know why.. Can you make a demo please ?
I could come up with one if I had the time, but it depends on two things:
1- the maker you're using.
2- any additional scripts you might be using.
1 - Rmvx
2 - ------------
Thomas Edison VX
Version: 0.1
Author: BulletXt
-------------
GoldMap v1.0 andFog effect V1.0 by Falcao
-------------
That's it.. =/
Ive just found out that Im already using variables. Thats why was not working. :lol: Ok Ive fixed it and it worked. Thanks again Mikhail Faulken =)
No problem.