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Thread: Ammo?

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    Ammo?

    Hi guys, ive got it so my character shoots and im using the score as ammo. how do i get it so that when the score reaches 0 the player wont be able to shoot until they find more ammo?

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
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    Re: Ammo?

    In the event that has the shoot action, make a new condition:
    Score: Value > 0

    You find the score conditions from the Player condition, Joystick symbol.

    Now the shoot action will only work when score is more than 0.

    Is there a special reason you use the score as ammo? The most common way to store ammo is either in a counter or a global value.

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    Clicker Multimedia Fusion 2

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    Re: Ammo?

    i have a queston about amo,
    i use a horizontal counter as an amo bar. is there anyway how the counter can be disquised as bullets in a clip insted of just colured blocks in a line?

  4. #4
    RayMarble
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    Re: Ammo?

    Make an animation that consists of as many frames as you need for the states between "clip full" and "clip empty".

    Then go to the properties of the counter.

    Change the type of the counter to animation (Settings of the counter -> Display -> Type: Animation.)

    Enter the min/max number of bullets you'll have above this (there are two fields with corresponding names, the difference between these two should match the number of frames you have for the animation) and then import the images you prepared in the first step through Images -> Edit.

    Shout if you get lost along the way.

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    Clicker Multimedia Fusion 2

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    Re: Ammo?

    thanks for the tip
    i have another problem,
    whenever the enemys die the boddies just lay around and dont dissapear
    the conditions are: "enemy riflemen">animation>has an animation finnished?>dissapearing
    then "enemy riflemen">Destroy

  6. #6
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    Re: Ammo?

    I could be wrong, but I'm sure if the 'enemy rifleman dying' animation is placed in the animation list under 'Disappearing', then you just need to destroy the enemy rifleman and the disappearing animation (dying) is played automatically.

    Copy and paste the last frame where the enemy lies dead 3 times (try 3, make it more or less to change the time he lies dead before disappearing).

    Make sure you don't tick the 'loop animation' box in the animation's Direction Options.

    So conditions would be:
    Player bullet collides with "enemy rifleman">Destroy "enemy rifleman"

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