//Check if enemies are in range and activate firing if needed
{
if firing > 0 firing += 1;
if firing >= 30/rate firing = 0;
if not instance_exists(target) target = noone;
if instance_exists(ob_enemy)
{
if target = noone target = instance_nearest(x,y,ob_enemy);
if point_distance(x,y,target.x,target.y) > range
target = noone;
else if firing = 0
firing = 1;
}
if instance_exists(ob_enemy2)
{
if target = noone target = instance_nearest(x,y,ob_enemy2);
if point_distance(x,y,target.x,target.y) > range
target = noone;
else if firing = 0
firing = 1;
}
if instance_exists(ob_enemy3)
{
if target = noone target = instance_nearest(x,y,ob_enemy3);
if point_distance(x,y,target.x,target.y) > range
target = noone;
else if firing = 0
firing = 1;
}
if instance_exists(ob_enemy4)
{
if target = noone target = instance_nearest(x,y,ob_enemy4);
if point_distance(x,y,target.x,target.y) > range
target = noone;
else if firing = 0
firing = 1;
}
if instance_exists(ob_enemy5)
{
if target = noone target = instance_nearest(x,y,ob_enemy5);
if point_distance(x,y,target.x,target.y) > range
target = noone;
else if firing = 0
firing = 1;
}
if firing = 1 depth = -3;
else depth = -2;
}
Edited by jhf97, 11 October 2010 - 11:08 PM.











