Could you post the actual code? How you create the instances as well as how they shoot, please!
Well I created the instance with DnD in the timeline, and right after I put
with TimeTest{
if(New!=0){
image_index=1
image_speed=0
Wave=2
NewDelay=20
alarm[11]=NewDelay
}
}Wave is how many circles it shoots, and NewDelay is steps until the variable New in the object is turned to 0, in which case its actions cannot be modified anymore, hence the if condition to be 'if not new'. A few steps later in the timeline, I have this:
with TimeTest{
if(New!=0){
alarm[0]=12
Delay = 12
image_index=0
image_speed=0
}
}for all the TimeTest(the circle shooter, sorry I didn't mention earlier) instances, it sets alarm 0 to 12, which is in this case timed with the music. Image index is changed to give a warning to the player. Delay is the steps between circle waves shot(Wave from first code block). Alarm 0 shoots the circle with this code, if wave is greater than 1:
for(f=0;f<360;f+=5){
with instance_create(x,y,EnemyShot)
motion_set(TimeTest.f,8)
}Then it lowers Wave by 1 and calls itself again.
I made 2 objects appear, one about 50 steps later than the first, and both shoot twice 12 steps after (I drew the values on screen). I also drew both objects their corresponding 'New' variables, and they were '1' when they needed to be, and '0' after the 20 steps I declared it to be. The 50 steps allowed the first object to finish 2 perfect waves, and soon after the second one showed up. It changed to the warning colour without changing the first one, and it fired without making the first one fire, but it only shot straight to the right
Edited by y6t75r9f2, 09 March 2012 - 11:13 PM.