Without the Angle calculator I can’t make 360 shooting. Is it possible someone can make an example with the Advanced direction object that uses 360 degree shooting and bullets faster than the standard ‘100’ speed.
I would really appreciate it, thx!






Without the Angle calculator I can’t make 360 shooting. Is it possible someone can make an example with the Advanced direction object that uses 360 degree shooting and bullets faster than the standard ‘100’ speed.
I would really appreciate it, thx!






Without the Angle calculator I can’t make 360 shooting. Is it possible someone can make an example with the Advanced direction object that uses 360 degree shooting and bullets faster than the standard ‘100’ speed.
I would really appreciate it, thx!
i can tell you right here how to do that:
Object Bullet
Value ID
Value Angle
Value Speed
Value Start X
Value Start Y
Value steps
Create bullet, set angle, set speed, set start Y and set start Y.
* Always
Spread value 0 in bullet value ID
* always
start loop "bullets" number of Bullets times
* On "bullets"
* Bullet Value ID equals loopindex("bullets")
start loop "bulletMove" bullet value speed times
* on "bulletMove"
* if Bullet Value ID equals loopindex("bullets")
Add 1 to steps
set bullet x Pos to bullet value Start X + cos(bullet vaule angle) * steps
set bullet y Pos to bullet value Start Y - sin(bullet vaule angle) * steps
* on "bulletMove"
* Bullet Value ID equals loopindex("bullets")
* if bullet overlaps a backdrop
create explosion at bullet
Destroy bullet
stop loop "bulletMove"
If you need more performance in this, you can make the steps higher by instead adding 2 or 3 or 4 to steps and instead lowering the speed.
i can tell you right here how to do that:
Object Bullet
Value ID
Value Angle
Value Speed
Value Start X
Value Start Y
Value steps
Create bullet, set angle, set speed, set start Y and set start Y.
* Always
Spread value 0 in bullet value ID
* always
start loop "bullets" number of Bullets times
* On "bullets"
* Bullet Value ID equals loopindex("bullets")
start loop "bulletMove" bullet value speed times
* on "bulletMove"
* if Bullet Value ID equals loopindex("bullets")
Add 1 to steps
set bullet x Pos to bullet value Start X + cos(bullet vaule angle) * steps
set bullet y Pos to bullet value Start Y - sin(bullet vaule angle) * steps
* on "bulletMove"
* Bullet Value ID equals loopindex("bullets")
* if bullet overlaps a backdrop
create explosion at bullet
Destroy bullet
stop loop "bulletMove"
If you need more performance in this, you can make the steps higher by instead adding 2 or 3 or 4 to steps and instead lowering the speed.







I repeat it but I've made a tutorial about it without any extension.
Here
It's in French but it's easy to understand. <img src="/center/images/graemlins/wink.gif" alt="" />







I repeat it but I've made a tutorial about it without any extension.
Here
It's in French but it's easy to understand. <img src="/center/images/graemlins/wink.gif" alt="" />






thx guys, I'll try to make that exmaple.
the VirtuaCLIK example is good, but the bullet moves too slow.






thx guys, I'll try to make that exmaple.
the VirtuaCLIK example is good, but the bullet moves too slow.






"Create bullet, set angle, set speed, set start Y and set start Y."
What do you mean by that line? Create a bullet is ok, but whats do you mean by "set angle, set speed, set start Y and set start Y."?
This is also way to advanced for me:
"set bullet x Pos to bullet value Start X + cos(bullet vaule angle) * steps
set bullet y Pos to bullet value Start Y - sin(bullet vaule angle) * steps"






"Create bullet, set angle, set speed, set start Y and set start Y."
What do you mean by that line? Create a bullet is ok, but whats do you mean by "set angle, set speed, set start Y and set start Y."?
This is also way to advanced for me:
"set bullet x Pos to bullet value Start X + cos(bullet vaule angle) * steps
set bullet y Pos to bullet value Start Y - sin(bullet vaule angle) * steps"