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Thread: Event Editor & Alien Enemy frustrations.

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    Event Editor & Alien Enemy frustrations.

    hey all. I've got a situation thats been driving me insane. I've made a little top down shooter, a lot like the old Defender game. Anywayz, I've got this alien that's on screen and he runs around on this set path. I wanted to try to get him to fire at the player because he's an enemy. The player controls a little ship. So I set up the condition that 'every 1 second Alien1 shoots an object at a specific point relative to the position of the ship'. Now that was already kind of a problem because the Alien won't fire directly at the ship the way I wanted him to. But I just put a few of them on the screen mixed with some meteors that wrap around the playfield when the leave. That seemed to make the levels somewhat challenging. But that's not the "really" my problem, although that does annoy me. My problem has to do with sound. So like I said I had that condition of "every 1 second, shoot an object" for that alien, right? In that same row under the sound column I then created the event of playing a sample. It's like an alien sample. So this works kind of right, because every second the alien does shoot an object and at the same time a sound effect is played so both the shooting and the sound line up. But, once the alien is destroyed by the player the sound keeps playing every second. Which is really no good. So if it isn't bad enough that my alien won't really fire accurately at the player, that sound effect keeps playing beyond the death of the alien. I hope I didn't make this too convoluted. I might of left out important information. So please feel free to ask any information, you think I might have left out. Thanks in advance for any help. I think it's awesome we have such a dedicated MMF community.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    You can check the number of aliens live on the frame in the even where you play the sound, like this (it will also prevent the player to shoot when there is no more aliens):

    Every 1 second
    Number of Aliens > 0 (in the Aliens object condition menu, "Pick or count", "compare the number of Aliens to a value")
    ... Shoot
    ... Play sound

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