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Thread: Enemy hitpoints

  1. #21
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: Enemy hitpoints

    Alterable values should work separately for all instances of the same object. I wonder if your problem comes from using the wrong conditions to get the object selection right... you need to use the condition "Compare to an Alterable Value" on the enemy object (and compare it to 0) to select just the enemy that has the alterable value below/equal to 0.

  2. #22
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    Re: Enemy hitpoints

    I always do Variable A is equall OR lower than 0 because if there is a bug and their value goes into the negatives, THEY WONT DIE (like cocroaches)
    It's not a bug, it's an integer...

    You could do is Variable A lower than Zero? Then add 1 to Variable A. Then you could check to see if the Variable A is ever equal to 0, and if it is then destroy the object. That way also you should be sure to have the object destroyed.

    That's why I like MMF, there are so many different ways to accomplish the same thing, you have almost no limits to how you can code, and that also gives you the power to code efficiently.


    Plus in my Zombie game I can tell you that I reversed the Hit point calculation, you mentioned testing how many bullets it takes to kill an enemy, I add points to the enemy to kill them, that way I can say if 50 bullets hits enemy, then kill it.


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    Re: Enemy hitpoints

    The enemy will only die if he has something to do with the starting event like when enemy's Value A <= 0.

  4. #24
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    Re: Enemy hitpoints

    Got it to work! Thanks a bunch.

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    Re: Enemy hitpoints

    I know that but i like to call it a bug because you dont want it to HAPPEN

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