ActionScript 1/2 :: Bullets Only Shoot 1 Way?

Mar 4, 2012

this is in my bullet movie clip on the timeline.[code]It all works but when i turn around it still shoots the same way im sure its something simple but i just cant work it out.

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I have just read the tut on the shooting aspect of games and i tried it for myself. I altered it so that you shoot on the x axis and you shoot when the space button is pressed.My question is, how do you make the bullets shoot when the space button is releases? And or can make the bullet shoot at an interval of one second or so when the space is pressed... The bullets for me are shooting at a continuous streem and that may be a too great advantage for a user..

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I have a TargetCirlce_mc which moves on "y" axis from top to bottom. And I have an arrow_mc which is on x:100 & y:200. How can I shoot an arrow exactly on the registration point of the TargetCircle_mc (automatically) while it is exactly opposite to the arrow_mc?

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My goal is to shoot a bullet everytime I click on ship. What happens, in fact, is that If I click on it once, the bullet is shot, but if I click on it twice before the first bullet is off the screen, the first bullet literally stops(it does not disappear, only stops) and the second bullet is shot.

public var ship:Ship = new Ship();
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stage.addChild(ship);[code]...

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I'm doing a simple game where you move the character using the arrow keys and shoot using the Mouse. The character rotates based on the Mouse angle. I have two problems: when I move the character, he moves once, then stops then moves again as normal. My other problem is that when I click over a MovieClip, the bullet goes to the wrong angle.My moving function:

Code:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyHandler);
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[code]....

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[CODE]...

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I found a basic example of how to create something that'll shoot an object and create an arc based on an angle. I added a power Bar to it, but I noticed something bad about it.

The way it works the higher the speed is the further it goes and the faster it moves across the screen. This doesn't give me enough control. Because essentially I want fast moving projectiles but I want to also be able to shoot both near and far.

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Code:
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[Code].....

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When I run the file and try to shoot the zombies, none of them are clickable. I really can't tell what I have done wrong here. Here is my code:

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[Code]...

This is what im trying.. But it says undefined use for addchild.. so im taking im missing somthing..

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I havent used flash in years and I wanted to make a game. Ive made a few before but i didnt ever finish them and now i dont have them anymore. I wanna make this game where you are this man that can move around. (i can remember how to do that) and you shoot these huge exploding cats. How do i make the person shoot when you press the spacebar?How do i make the barrel of the gun follow the mouse and the bullets shoot that way?

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[Code]...

What happens is that it always fires the projectile at a very low angle that doesnt change to match the correct circumstances and I can't figure out how to get around this. Changing the force doesnt make any difference and the program will need to get around changing distances between the player so this math is pretty necessary (I think). Any math heads out there know what I should change?

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So far I have this:

Quote:

private var bullets:Array;
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bullets = new Array();

[code]....

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I've got a mouse controlled person who fires circle bullets up towards oncoming enemies. but since i duplicated them, only the first bullet fired works as it is the only one that has the right instance name.What I mean is :The bullet is instanced bullet When it is duplicated to be fired, it changes to bullet1,bullet2 ect etc The hittest script on the enemies only reconize bullet, and therefore ignores all other shots except the first is there anyway of making it so it reconises all shots?

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I have written the code below which restricts the number of bullets fired, but each bullet fired travels at a different speed to the last and when another bullet is fired the previous one disappears from the screen. Please can anyone give any guidance ?
 
import flash.display.MovieClip;import flash.events.KeyboardEvent;import flash.events.Event;import flashx.textLayout.formats.BackgroundColor;
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[code]....

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According to the search there's never been a post that contains the word "tabstops" in the history of . I am honored to be the FIRST!Anyway, I am converting an application so that text content that was once trapped in the authoring environment will now reside in an external XML file.The problem i'm running into is that my "textformat tabstops" tags and bullets no longer work.In the content I had:

Code:
<textformat tabstops='[10]'><br><br><b><u>Blah blah blah</u></b><br> Blah blah blah<br> lah blah blah etc.</textformat>

[code]....

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I have finally got the movieclip to show up when i hit the ctrl key. but it just sits there because i have not yet added a speed. what would be the simplest way of doing this? what i want to move is a bullet.

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I could create a movie clip for a bullet and create a new instance of one every time a bullet is fired. Then, I could have 100 little bullets all flying around checking collision detection...

There must be a better, more efficient way to do bullets. Anyone know of anything already out there?Otherwise, I could create a collision detection queue for the bullets, or predict where the bullet will fly (since it is usually always linear), but if the bullets become larger, the actual movie clip of the bullet may be wide enough to hit something, but the line the bullet is traveling does not necessarily hit that other object.

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I'm working on a simple top-down zombie shooter to teach me better AS3 practices. There's one player, can shoot multiple bullets, and a certain number of zombies on screen at once, that increment by one when all of the previous ones are dead.

So, I have everything working great except for one thing: even though I'm spawning multiple bullets, and they go in the correct direction at the right speed, only one moves at a time.

Here's the code for spawning bullets:

Code:
// shoot - check to see if the gun can shoot, then shoot it
private function shoot():void
{

[code]....

I have a similarly structured pair of functions for the zombies, and they chase after the player just fine. If I trace a bullet's name when it collides with a zombie, it always returns 0. I've tried changing the number of bullets that can be spawned, but it remains the same.

Also, the moveBullets function is called from gameLoop(), which is itself called from an event listener for ENTER_FRAME. The movePlayer and moveZombies functions I have are also called from gameLoop.

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ActionScript 2.0 :: How To Get Bullets To Work Properly

Mar 19, 2005

I've got a mouse controlled person who fires circle bullets up towards oncoming enemies. but since I duplicated them, only the first bullet fired works as it is the only one that has the right instance name. What I mean is: The bullet is instanced bullet. When it is duplicated to be fired, it changes to bullet1, bullet2 etc. The hittest script on the enemies only recognize bullet, and therefore ignores all other shots except the first. Is there anyway of making it so it recognizes all shots?

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I've got a mouse controlled person who fires circle bullets up towards oncoming enemies. but since i duplicated them, only the first bullet fired works as it is the only one that has the right instance name.What I mean is :The bullet is instanced bullet When it is duplicated to be fired, it changes to bullet1,bullet2 ect etc The hittest script on the enemies only reconize bullet, and therefore ignores all other shots except the first is there anyway of making it so it reconises all shots?

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