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Cycle
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[quote][b][/b] wrote: Hey, [b]just_in_case[/b]! Sorry for a little late answer, I was busy doing some programming. So, about collision... Well, it is not really by a bounding box. Instead, it check the length of a vector between two characters (current and cloned), but without Y-axis, since the location of the game is... Basically just a field with some stuff, so, it doesn't really matter. You also suggested me to create my own AI, and, actually, it is what I wanted first, but I thought that it is hard and complicated. And also I threw away this decision because CopperCube shooting action works only with collision boxes, so, built-in AI can react on it, while I couldn't do something like that. Until now. As I said, I was doing some programming, and I somehow managed to do custom shooting action to work with "hit boxes" for my "main project", so, now I think I might try to make custom AI. And about the amount of enemies, I did exactly what you suggested before I found the problem with cycle (loop) in WebGL. So, it clones a character, puts it into the "Enemies" folder, and this is what AI is constantly looking over to find collision. And if there are more than 20 enemies or no more of them to spawn, they... Well, they won't spawn, obviously. And... I think I answered all what you suggested to me. So, thanks, [b]just_in_case[/b], I'll try to do my best (so, basically nothing, lol).[/quote]
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