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Thanks for replying, yep I checked all that, it's a really basic example, I can't see where I'm going wrong?
Also, the bulelts are disappearing before they've fully got offscreen, I guess this is related to the hotbox position, but there has to be a way around this?
Weird it would seem it's a limitation that an object can't be fired offscreen any further than x or y 55 from the screen edge. I checked to see if the object is destroyed by making a counter that counted the amount of the shooter object. When it stops firing it still exists and isn't destroyed. You could make the object stop moving when it's off screen if that's what you need, and it will still fire.
Had this same issue with a game I was making that relied on the creation/firing of actives for the AI pathfinding. It all obviously went to hell when the AI went off-screen and would then stop pathfinding. Never did find a way around it before switching gears to the current project, so I'd be keen to get to the bottom of this issue also.
Good to know that it's up to 55 pixels, although that's a bit annoying because if you want the projectile to smoothly come in from off screen and it's bigger than that then there'll be a jump.
Is there anyway around the projectiles popping off when they get to the side of the screen?
I guess the answer is don't do it with projectiles, but annoying though as they would have made things simpler.
Hmm a quick thought...instead of launching an object, how about creating an object (projectile)with ball movement and have it look at 0,0 from the player when it's created?