A
AtomicBlade
Guest
I’m somewhat familiar with alarms, but this issue has stumped me. For every alarm I use, I always make sure that it only resets if it has run it’s code, using
if (alarm[x] < 1) alarm[x]= y
but for some reason, this specific alarm resets once it hits 0 without running the code.
here’s the code. Alarm4 itself simply causes tracking to be false. I’d appreciate any help you can give, but I won’t be able to reply immediately. Thanks a lot and have a good day.
if (alarm[x] < 1) alarm[x]= y
but for some reason, this specific alarm resets once it hits 0 without running the code.
here’s the code. Alarm4 itself simply causes tracking to be false. I’d appreciate any help you can give, but I won’t be able to reply immediately. Thanks a lot and have a good day.
GML:
if(y <= -30){
if(move = 2){
grv = 0;
hsp = 0;
vsp = 0;
megarising = false;
tracking = true;
if(!megarising){
if (alarm[4] < 1) alarm[4] = 60;
if(tracking) {
if(instance_exists(oPlayer)){
if(playerdisplacement > 5) hsp = -4;
else if (playerdisplacement < -5) hsp = 4;
else hsp = 0;
}
}
}
}
}