| Posted By | Message | 
	
	
		|  Erik Neumann
 
   
 Registered
 25/11/2002
 Points
 108
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  			20th November, 2003 at 09:38:57 - 
  		
			
		
  			
  		 i am having an issue where. my main character seems to run out of bullets. he stops shooting when i hit the shoot button. it seems to be the result of too many active objects on the screen, but i have done things like add invisible walls that follow at the edge of the screen and destroy bullets that hit them  but it still happens. anyone have the fix?
 
 
  www.drlight.cjb.net | 
  	
  	
		|  lauri
 
   
 Registered
 04/05/2003
 Points
 57
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  			20th November, 2003 at 10:33:13 -
  		
			
		
  			
  		 when the bullets position is closer than 5 pixels from the screens border...  you will find it...
 
 
 
  make things klik. | 
  	
  	
  	
  	
		|  Lazernaut
 
   
 Registered
 08/09/2002
 Points
 1103
 
 
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  			20th November, 2003 at 11:47:05 -
  		
			
		
  			
  		 This happened to me once too. It was because i had too many objects in the level (i had an active object emitting particles; too many i found out)...i stopped it from making particles, and it worked.
 
 
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		|  Radix
 hot for teacher
 
 Registered
 01/10/2003
 Points
 3139
 
 
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  			20th November, 2003 at 22:48:59 -
  		
			
		
  			
  		 Check to see if your invisible barriers outside the frame are not set to inactivate when out of screen, and that collisions in invisible playfield is turned on for that frame.
 
 
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		|  cake
 
   
 Registered
 13/12/2002
 Points
 1150
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  			21st November, 2003 at 01:15:06 -
  		
			
		
  			
  		 Never rely on collisions to destroy unneeded things. Use coordinates.
 
 4 events (it can be done in two using absolute values but Im too tired to remember that at the mo):
 
 X position(bullet) < X Left(Screen): Destroy bullet
 X position(bullet) > X Right(Screen): Destroy bullet
 Y position(bullet) < Y Top(Screen): Destroy bullet
 Y position(bullet) > Y Bottom(Screen): Destroy bullet
 
 Better yet assign all particles to a group/qualifier and replace bullet with the group, thus eliminating all unnecessary AO not on the screen in 4 events
   
 
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		|  Lazernaut
 
   
 Registered
 08/09/2002
 Points
 1103
 
 
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  			21st November, 2003 at 07:34:01 -
  		
			
		
  			
  		 hmm, that there's a good method
   
 
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		|  Erik Neumann
 
   
 Registered
 25/11/2002
 Points
 108
 | 
  			24th November, 2003 at 01:06:21 -
  		
			
		
  			
  		 thank you lauri and biax! your suggestions worked!
 
 
  www.drlight.cjb.net | 
  	
  	
  	
  	
		|  Andy G
 
   
 Registered
 07/07/2002
 Points
 860
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  			24th November, 2003 at 23:36:22 -
  		
			
		
  			
  		 Congrats on getting it working! But also, if this happens again in the future, make sure something in the events is creating a bunch of objects that you don't want it to be creating on accident. I don't know how many times I've done this, but enough I assure you to want to warn other people. For example, I'd have something like "Always: When (bla bla bla)...create object (bla bla bla)" and it'd create thousands of those in almost an instant and almost nothing would work. Anyway, I hope that made sense...heh. Good luck.
 
 
  Beach Invasion II will come out if you are lucky. | 
  	
  	
  	
  	
		|  Lazernaut
 
   
 Registered
 08/09/2002
 Points
 1103
 
 
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  			25th November, 2003 at 01:35:32 -
  		
			
		
  			
  		 I sure hope you found the "limit action to happen once if looped-or-whatever-it's-called" option
   
 
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		|  David Newton (DavidN)
 Invisible
 
 Registered
 27/10/2002
 Points
 8322
 
 
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  			25th November, 2003 at 06:16:32 -
  		
			
		
  			
  		 Yes, also I usually have a counter set to "nobjects" so that I can keep track of how the game's coping.
 
 
  http://www.davidn.co.nr  - Games, music, living in America | 
  	
  	
		
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