Hello,
i'm working on my RTS project.
Ok the situation is this. Ähm if i shoot an enemy to death, the enemy died and 1 copy of that enemy should spawn at the same place and walk away.
It is simple
![laugh laugh](/ubb7/images/graemlins/default_dark/laugh.gif)
So if i shoot the emeny the function "got_shot" will started then the new spider (copy) will spawn and the spawned spider should walk away (function enemy_move).
And there is the problem, when the function calls ent_create(....,
enemy_move) i get the "Invalid Call in event enemy_move" - Error.
I searched here for the problem an tested the wait-cmd but nothing helps
![frown frown](/ubb7/images/graemlins/default_dark/frown.gif)
Ok thats the part of the code:
function got_shoota()
{
var i;
if(you.skill30 != 1) {return;}
my.skill99 = 1;
ent_morph(my,spiderd_mdl);
}
function enemy_move()
{
var anim_percentage;
VECTOR temp;
my.skill99 = 0;
my.emask |= (ENABLE_IMPACT | ENABLE_ENTITY);
my.event = got_shot;
while(my.skill99 == 0)
{
//while(1)
//{
c_move (me, vector(2 * time_step, 0, 0), nullvector, GLIDE);
ent_animate(me, "walk", walk_percentage, ANM_CYCLE); // "walk" Animations-Loop
walk_percentage += 3 * time_step; // 3 = Animationsgeschwindigkeit für "walk"
wait (1);
}
set(my,PASSABLE);
}
function got_shot()
{
if(you.skill30 != 1) {return;}
my.skill99 = 1;
ent_morph(my,spiderd_mdl);
ent_create(spider_mdl,you.x,enemy_move);
}
Sry for my bad english i hope you understand me
Thank you for your help
oODarkPassionOo