For AI, look at Pathfinding in the manual. To compare distance you want to use the system expression distance(x1, y1, x2, y2) where 1 is object 1 and 2 is object 2.
Take out the Wait and it's fine. Set the Y check for the Y co-ords you want instead of waiting 1 second.
Kinda. That could loop properly. Would need to be tested. Also you'd need to delete the old one that was overlapping the player.
Put on a check for something like : When zombie spawns > if overlapping player > select new location
So the sprite underneath the player is moving about but the player can only move when on top of the sprite?
If Player is overlapping sprite > Enable 8-direction
else Disable 8-direction
You use Every X Seconds and instead of a number enter turret.timershoot.
you can keep posting all the outcomes but noone can help you without a .capx really..
Is group an instance variable? So they are separate objects now then? Because before they were all copies. What's the problem too? I'm not sure I understand from 'shoot every turret.timershoot seconds'. Explain exactly what you want to happen with each group of turrets and when the firerate should change.
Please get rid of the plugin and save the file again.
It supports .ogg or .wav and when you import an audio file it has an auto-converter to change it to .ogg and .wav but the audio files you're using won't convert. Yes, try third-party software such as audacity to convert outside of C2.
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Bullet Set Angle(Character.Angle)
The audio files won't convert to .ogg for some reason.
This works fine on 144.2. Would need a cut down .capx demonstrating it not working..
It is because all of the turrets are clones so when you edit the instance variable it edits it for all turrets. You need to have separate objects really. You can do something tricky with UIDs too but I've not really looked into that.
Add a text object to the tile. On the event sheet use Text Object > Set Text ""&variable