Bit of a math problem here:
I have a transition set up to fire a bullet towards a player object on collision.
In order to get the bullet to keep moving past the player object in the instance it misses the player, I have the bullet transition based on an equation that takes the difference between x,y of the enemy firing the bullet and the x,y of the player object, then adds that to the x,y of the player object multiplied by some number.
The problem with this is that the velocity of the bullet is related to the distance between the player and the enemy at the moment the bullet is fired. (the closer together, the slower the bullet goes).
My current thoughts are that I could just determine a fixed length that the bullet would travel, but that would include the player x,y in it’s points.
Simply put, I don’t know how to do this.
Any help would be greatly appreciated. [import]uid: 102017 topic_id: 18661 reply_id: 318661[/import]