by script you could force enemy's to full stop when they are off screen by a certain amount !
How do you set offscreenkills, is it placed in the enemy header commands, and if so what would it be set to 1 or 2 ?Bloodbane said:Well, you could set offscreenkill to prevent them being killed by getting off screen.
Do you have an example of this script malik, I would be interested in trying that out.msmalik681 said:by script you could force enemy's to full stop when they are off screen by a certain amount !
A.D. Vanderstein said:Do you have an example of this script malik, I would be interested in trying that out.msmalik681 said:by script you could force enemy's to full stop when they are off screen by a certain amount !
Sorry to keep bugging you about this Blood but I tried this and the enemy was completely removed from the screen before the death animation played out. What I want is for the enemy to not be killed at all off screen but be killed on screen only. I wish there was a way to keep the boss from going completely off screen or be invincible at long distance. I thought about setting the players energy cost a little higher for specials so that Samus would be limited on the amount of missiles and therefore keep from driving the boss off screen when letting out a chain of heavy attacks. What are your thoughts on this?Bloodbane said:Yes, it is set in entity's header like this:
offscreenkill 3000
Value set defines how far entity must be outside screen before being removed
O Ilusionista said:Nice video! Can I give some suggestions?
- At the intro, the text is too close to the char icon, give it a little more between both.
Thanks for the Tip O.
A.D. Vanderstein said:Two more beta test videos
Thanks, I love Metroid & this project pays tribute to the 2D series.IHAVENONAME said:That sounds really awesome, man! I can't wait to play it![]()