If I am making a player shoot an object (not actually using the "shoot an object" command) how do I make it so that the number of objects is infinite (instead of repositioning the one object every time a shot is fired)?
I'm unfamiliar with the create an object action...I've been playing around with it but can't seem to solve the problem. Is there something I'm missing?
Basically when I press the action button, I position the bullet relative to the player and set its horizontal speed. It then "fires" from the player in whatever direction he's facing. What I want to do is to be able to fire multiple shots (within perhaps a second or so of each other) but the problem is that it only positions the original bullet back to the starting point. I tried to use the create an object command when I press the fire button, but the same thing happened.
Remember that be it MMF or TGF, events are executed not just top to bottom on the vertical, but on the horizontal level, it is based off WHAT ORDER IT WAS LAST MODIFIED, not left-right or anything.
So you need to think; If you first make a create-object command, then a modify object command:
-Create Object
Modify (said instance of) Object.
Since all actions will affect only objects that are specified in the "Events" on the left column, if 1 is specified. Meanwhile, if NO instance of an object is specified in your event, for example if its just "Player presses keyboard 1", then it will refer to ALL instances of that object. Also, if you have a create-object ACTION, it will now specify THAT particular instance of the object for all actions that follow after it.
So if you have the same command "Set horizontal speed of 'object' to 5", doing them in these orders gives different results:
"Set Horizontal speed of 'object' to 5": -sets ALL objects to speed 5
"Create- Object": -creates object
OR
"create- Object": -creates object
"Set Horizontal speed of 'object' to 5": -sets THAT 1 specific object to speed 5
In the event grid, these two scenario's look EXACTLY the same. Its different in the event list, and they play out completely differently in results.
So make sure your "Set position of bullet to player" action comes AFTER the create action, or ALL existing bullets will be placed on top of your player each time the event triggers.