Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Cover System?
#4
Hmm... Well, I could tag all the solid objects on the tileset, but the way my system works it would still need to know an X and Y for a solid object. Which would mean I would need an event updating the X and Y for every single wall or tree or what-have-you on the map, and that's just silly. Or is there some kind of way I could check if any tagged terain was in the players direct line of sight? My other idea was to have a call event for the projectile and have it spawn in front of the player, move forward till it hits something, then disapear, but then you would have to wait for the bullet to hit something before you could shoot again right? Unless you could call multiple instances of the same event? Otherwise I'd need to make a "bullet 1" and a "bullet 2" all the way up to "bullet 30" or something (since this is an action game and there will be enemies firing back at you, too) so you could fire multiple projectiles simultaniously.
If I can get it to work, I know my current system would be 10 times better than that, but this last speed bump is really slowing me down. I really appreciate the responces so far, as they've given me something to think about, and if anyone cares to make another suggestion or point me in the right direction at least that'd be greeeeat!
Reply }


Messages In This Thread
Cover System? - by thenix - 01-02-2010, 08:16 PM
Cover System? - by DerVVulfman - 01-02-2010, 09:19 PM
Cover System? - by PK8 - 01-02-2010, 09:39 PM
Cover System? - by thenix - 01-03-2010, 04:58 PM
Cover System? - by Lunarea - 01-03-2010, 05:51 PM
Cover System? - by thenix - 01-03-2010, 09:01 PM
Cover System? - by Lunarea - 01-04-2010, 01:50 AM
Cover System? - by thenix - 01-04-2010, 06:29 AM
Cover System? - by Lunarea - 01-04-2010, 07:19 PM
Cover System? - by thenix - 01-05-2010, 05:02 PM



Users browsing this thread: