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Thread: Enemy 'destroy' issues

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    Enemy 'destroy' issues

    I am making a platformer shooter and my porblem is the destroying of the "enemy" object. I made it so that "1 Collision with 'enemy'= 1+ to 'hits'" "When the 'hits'=3 Then destroy 'enemy'. My problem is, the program just cuts to the chase and the enemy is destroyed the second the frame starts, when i take the destroy property away from the event the enemies become invincible, but appear. Any thoughts? I have to fix these problems by Monday >.<
    Also, I made an event where "When healthbar=0, jump to frame 6 (game over)" when i test run the game it doesnt jump to the frame at all.

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    Re: Enemy 'destroy' issues

    1. Add only one action when event loops.

    2. Maybe the health Bar is not equalling 0
    Set it to <=0

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Re: Enemy 'destroy' issues

    NVM destroying problem fixed! now my only prob is the heathbar...

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    Re: Enemy 'destroy' issues

    niv your advice didn't work Even then I made the "hits" on Player 5 each so it WILL be 0 eventually

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    Clickteam Clickteam
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    Re: Enemy 'destroy' issues

    You should have the enemy values START at 5 (max health) and SUBTRACT health AWAY, not add health on. This way makes more sense and is easier to code for qualifiers with verious enemies that have different max health.
    Working as fast as I can on Fusion 3

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    Re: Enemy 'destroy' issues

    If you do what LB suggests, also make sure you test for enemy health <= 0.

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