- This topic has 6 replies, 3 voices, and was last updated 9 months, 1 week ago by  c4cc. c4cc.
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2025-01-22 at 8:59 am #79938 c4ccCustomer c4ccCustomerEnemies shooting when the player is within a certain range. Yet when the player is within that range, only 1 cloned object shoots. I have clones of both an object and its bullet in a list that I need to activate individually when within range with the main object. Also, how do I get rid of that original shot that activates whenever player is within range of the enemies in list. Because that original shot looks out of place, compared to its clones Verge3d app: 
 https://drive.google.com/file/d/1aXbk1L74iIc4bVgJS459qpXkSbeSPXrc/viewFPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e 2025-01-23 at 11:58 pm #79976 xeonCustomer xeonCustomerHi c4cc…. hope you have figured this out by now…. your questions are very specific to your puzzle and your own logic flows…making it very hard, at least for me, to dive in and find a quick answer. My initial guess is the logic timing….do you have a timing map or visual that shows all the things you have going on with all these time events? Once you start programming based on time..things can get lost, missed etc making it hard to diagnose. Have you added print to console statements within your loops to diagonose whats firing when and if its ocurreing at the right time? Xeon 
 Route 66 Digital
 Interactive Solutions - https://www.r66d.com
 Tutorials - https://www.xeons3dlab.com2025-01-24 at 7:52 am #79978 c4ccCustomer c4ccCustomeryour questions are very specific to your puzzle and your own logic flows…making it very hard, at least for me, to dive in and find a quick answer. My initial guess is the logic timing….do you have a timing map or visual that shows all the things you have going on with all these time events? Once you start programming based on time..things can get lost, missed etc making it hard to diagnose. True, timing especially can throw intended events off. Have to keep this in mind Have you added print to console statements within your loops to diagonose whats firing when and if its ocurring at the right time? New zip file for puzzles with print to console(F12). Sadly it didn’t say anything. https://drive.google.com/file/d/1aXbk1L74iIc4bVgJS459qpXkSbeSPXrc/view The puzzles (ignore the ones disabled): FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e 2025-01-25 at 5:04 am #79989kdv Participant2025-01-25 at 2:11 pm #79992 c4ccCustomer c4ccCustomerkdv, thanks for your answer, yes it works and I appreciate it. It’s just that when I either space out the cloned units or make said units move, the shots are fired a distance away from each unit like here. Any way for the individual shots to appear in front of each unit before said shot is fired? Regardless of position or moving? Again, your original answer is indeed an important game-changer FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e 2025-01-25 at 11:02 pm #79998kdv Participant2025-01-26 at 7:38 am #80001 c4ccCustomer c4ccCustomer
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