Ok, here it is, thx for being willing to take a look.
Now, when I shoot at my badguys, it works kinda...meaning that when I kill one, only the first one loaded takes the damage, and respawns, but the one's I actually shoot are still there.
so it seems that a\entity loaded first takes all the damage from all the others.
Now, when I shoot at my badguys, it works kinda...meaning that when I kill one, only the first one loaded takes the damage, and respawns, but the one's I actually shoot are still there.
so it seems that a\entity loaded first takes all the damage from all the others.
;Load Actor(s) SeedRnd MilliSecs() For loop = 1 To 15 a.actor = New actor a\entity = CopyEntity( scifiguy ) EntityType a\entity,TYPE_BADGUY EntityRadius a\entity,rsize# Animate a\entity,1,.5,1 PositionEntity a\entity,Rnd(1,200),32,Rnd(1,290) ScaleEntity a\entity,.12,.12,.12 Print loop Next
;Shooting the badguy If CountCollisions(b\sprite)>0 ;this is my bullet If EntityCollided(b\sprite,TYPE_BADGUY) ;collisions have been set via Const For a.actor = Each actor If EntityDistance(b\sprite,a\entity)<9 enemy_hit_counter=enemy_hit_counter+1 EmitSound bad_guy_sound,a\entity RotateEntity a\entity,0,270,0 If enemy_hit_counter=>1 score=score+5115 PlaySound spawn_sound kill_counter=kill_counter+1 HideEntity a\entity:TranslateEntity a\entity,0,-200,0:PositionEntity a\entity,80,-1,-88:ShowEntity a\entity enemy_hit_counter=0 EndIf EndIf Next EndIf EndIf