this is just off the top of my head but,
I'd have one event that creates either a single large laser object or various small objects perhaps with a slight delay if you want the firing to be noticeable.
Then I'd have the exact same movement events as the player ship for the laser object(s) so they will stay exactly as they are in front of it.
Im not sure if this works but you can try it... Try making the laser a good 32px tall and then just make it "Repeat while player presses fire 1>shoot object laser in direction 'up' at speed 100" and it should work... now then I do not know how you would make one that you can't stop on your own... Just be sure you don't have an "every" action in there
I was thinking maybe it requires a custom coding for mortif of active objects much like the one that is built in for quick drop, but I have no idea the logic behind it.
No problem, man. Hopefully that solution will work long-term.
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
22nd April, 2010 at 09:24:24 -
It depends how instantly you want it to appear. If you want it to slowly show up then OldManClayton's method is good, but if you want it to appear instantly then you should use a fast loop to put a few actives in place. If it doesn't need to stop when it hits something, then just make it one big active and use HWA
You could make it one big active like these nice fella's stated, but then give it an animation for shooting (shooting) and an animation for laser particle effects animating (laser).
Repeat Space Pressed
laser animation is not currently playing ---> change animation to shooting
Repeat Space Not Pressed ---> turn invisible or destroy or stop anim (however you want to do it)
Shooting Anim is over ---> change animation to laser
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