maxman
Well-known member
How am I going to display number of enemies like this one?
I have enemies of group set here:
I have 4 enemies so far as a test. I need to display its enemy count.
In case someone is wondering what's inside the declared spawn script for enemies in levels, here's what it looks like for always facing the opponent:
In case someone wants to know where the "Fighter" globals come from (for) both players and enemies:
I have enemies of group set here:
Code:
group 1 1
at 0
spawn Bred 1
spawnscript data/chars/bonus/madgear/fighter.c
coords 324 353
at 0
spawn Dug 1
spawnscript data/chars/bonus/madgear/fighter.c
coords -20 353
at 0
spawn Jake 1
spawnscript data/chars/bonus/madgear/fighter.c
coords 324 353
at 0
spawn Simons 1
spawnscript data/chars/bonus/madgear/fighter.c
coords -20 353
at 0
I have 4 enemies so far as a test. I need to display its enemy count.
In case someone is wondering what's inside the declared spawn script for enemies in levels, here's what it looks like for always facing the opponent:
C:
#import "data/scripts/aimove.c"
void main(){
faceFighter();
}
void faceFighter()
{
void self = getlocalvar("self");
int P1 = getplayerproperty(0, "entity"); // Get player 1
int P2 = getplayerproperty(1, "entity");
int zmin = openborvariant("player_min_z");
int zmax = openborvariant("player_max_z");
setglobalvar("fightStarted", 1);
int width = openborvariant("levelwidth");
int half = width/2;
if(P1){
setglobalvar("Fighter1", P1);
//changeentityproperty(P1, "position", half, zmin, 0);
setglobalvar("Fighter2", self);
}
if(P2){
setglobalvar("Fighter2", P2);
setglobalvar("Fighter1", self);
}
}
In case someone wants to know where the "Fighter" globals come from (for) both players and enemies:
C:
anim idle
@script
void self = getlocalvar("self"); //Get calling entity
void Fighter1 = getglobalvar("Fighter1");//Call Fighter 1
void Fighter2 = getglobalvar("Fighter2");//Call Fighter 2
void Fighter; float Fx; float x; int Dir;
if(Fighter1 && Fighter2){
if(Fighter1 == self){
Fighter = Fighter2;
} else {
Fighter = Fighter1;
}
Fx = getentityproperty(Fighter, "x");
x = getentityproperty(self, "x");
Dir = getentityproperty(self, "direction");
if(Fx >= x){
if(Dir == 0){//Direction: Left
performattack(self, openborconstant("ANI_FOLLOW8"));
}
} else {
if(Dir == 1){//Direction: Right
performattack(self, openborconstant("ANI_FOLLOW8"));
}
}
}
@end_script
loop 1
delay 9
offset 336 293
bbox 318 202 40 94
frame data/chars/chun-li/cvs2_chunli_74.png
frame data/chars/chun-li/cvs2_chunli_75.png
frame data/chars/chun-li/cvs2_chunli_76.png
frame data/chars/chun-li/cvs2_chunli_77.png
frame data/chars/chun-li/cvs2_chunli_78.png
frame data/chars/chun-li/cvs2_chunli_79.png
frame data/chars/chun-li/cvs2_chunli_80.png
frame data/chars/chun-li/cvs2_chunli_81.png
frame data/chars/chun-li/cvs2_chunli_82.png
frame data/chars/chun-li/cvs2_chunli_83.png
C:
anim idle
@script
void self = getlocalvar("self");
void Fighter1 = getglobalvar("Fighter1");
void Fighter2 = getglobalvar("Fighter2");
//changelevelproperty("scrollspeed", 1);
void Fighter; float Fx; float x; int Dir;
if(Fighter1 && Fighter2){
if(Fighter1 == self){
Fighter = Fighter2;
} else {
Fighter = Fighter1;
}
Fx = getentityproperty(Fighter, "x");
x = getentityproperty(self, "x");
Dir = getentityproperty(self, "direction");
if(Fx >= x){
changeentityproperty(self, "direction", 1);
} else {
changeentityproperty(self, "direction", 0);
}
}
@end_script
bbox 109 67 51 88
loop 1
delay 7
offset 126 155
frame data/CHARS/Bonus/MadGear/Bred/WALK01.png