ich würde sowas anstelle der c_move bedingung versuchen:
c_move(...);//kein ACTIVE_SHOOT
if(you&&HIT_TARGET)
{
you.skill4-=20;
effeckt(blablabla);//position = hit.x
ent_remove(me);
return;
}
und so sollte der asteroid code aussehen
action Asteroid()
{
me.skill1 = random(3)-5; // PanSpeed
me.skill2 = random(3)-5; // TiltSpeed
me.skill3 = random(5)-10; // RollSpeed
me.skill4 = 100;
while(skill4 > 0)
{
me.pan += me.skill1*time_step;
me.tilt += me.skill2*time_step;
wait(1);
}
ptr_remove(me);
}
xxxxxxx