Gamemaker Instance_place

gamemaker instance_place
*Melee Weapon Attack*
with (instance_create_depth(x,y,-1,obj_melee))
{
image_angle = other.image_angle;
with (instance_place(x,y,obj_enemy))
{
if (alarm[0] <= 0)
{
hp -= 1;
alarm[0] = 30;
}
gamemaker instance_place best of gamemaker instance_place
if (hp <= 0)
{
instance_destroy();
}
}
}

Gamemaker Instance_place

*Ranged Weapon Attack*
with (instance_create_depth(x,y,-1,obj_bow))
{
gamemaker instance_place best of gamemaker instance_place
image_angle = other.image_angle;
if (image_number = 5)
{
with (instance_create_depth(x,y,-1,obj_ranged))
{
speed = 25;
direction = other.image_angle;
with (instance_place(x,y,obj_enemy))
{
if (alarm[0] <= 0)
gamemaker instance_place gamemaker instance_place
{
hp -= 1;
alarm[0] = 30;
}
if (hp <= 0)
{
instance_destroy();
}
}
if (place_meeting(x,y,obj_enemy)) {instance_destroy();}
gamemaker instance_place check more gamemaker instance_place
}
}
}

*Collisions Code*
if (place_meeting(x+hsp,y,par_enemy))
{
yplus = 0;
while (place_meeting(x+hsp,y-yplus,par_enemy) && yplus <= abs(1*hsp))
gamemaker instance_place best of gamemaker instance_place
{
yplus += 1;
}
if (place_meeting(x+hsp,y-yplus,par_enemy))
{
while (!place_meeting(x+sign(hsp),y,par_enemy))
{
x = x + sign(hsp);
}
hsp = 0;
gamemaker instance_place informational gamemaker instance_place
}
else
{
hsp = hsp / 3;
y -= yplus;
}
}
gamemaker instance_place

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