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Thread: shoot an object

  1. #1
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    shoot an object

    is there any way fto have somthing like "active" shoot an object at a certain frame in the animation?

  2. #2
    Clicker Multimedia Fusion 2

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    Re: shoot an object

    I believeth so.

    You can check what frame is being played by this condition:

    Go to 'add condition'
    Then select 'Special Conditions'
    and 'Compare two General Values'.

    In the top box, select 'Retrieve data from an object'
    Select your active object.
    Go to 'Animations'
    and then click 'Current Frame'

    This'll probably paste in "Frame("Active Object")" or somesuch thing.

    Then in the 2nd box, type in the frame number you want to shoot on.

    Make sure the comparison type is set to 'IS EQUAL TO'.

    That should act as a condition to check what frame is currently playing. Then bind it all together like this:


    Active: Playing animation "Shoot"
    Special: Frame("Active") IS EQUAL TO '3'
    Special: Only one action when event loops
    ---- Active: Shoot BULLET at speed 100

    That should do it. Any time you wanna force the Active object to shoot something, just set his animation to 'Shoot', and when it reaches frame 3, he'll fire.

    Hope that helps/works

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    Re: shoot an object

    Word of warning, the animation editor has frames starting at 1.

    When working with events, or in the expression editor frames start at 0.

    So frame 1 is actually 0, 2 is 1, 3 is 2 etc etc.

    I really wish it was changes so they match each other, i'm still always caught out.

  4. #4
    Clicker Multimedia Fusion 2

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    Re: shoot an object

    Ah yes, forgot about that, thanks for the reminder

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