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Clone wikiNuclearThroneTogether / Scripting / Objects / CustomHitme
CustomHitme is a special object intended for creating custom allies, enemies, or anything else that conventionally can be hit by projectiles.
Variables
Script references for callback variables (on_*) can be obtained via script_ref_create.
on_begin_step
Called by the game in Begin Step event.
on_step
Called by the game in Step event.
on_end_step
Called by the game in End Step event.
on_draw
Called by the game in Draw event.
If you don't set this, the instance will draw as per usual.
on_hurt
Is called with arguments (damage, knockback_velocity, knockback_direction) when the instance should be taking damage.
on_destroy
Called by the game when instance is destroyed.
spr_shadow
Can be set to a sprite index to use as shadow. Is spr_shd16
by default.
team
Numeric: objects do not get hit by projectiles of the same team.
size
Numeric: affects a few collision-related behaviours. See explanation on Player variables page.
Examples
mines.mod.gml
trace("Press B to deploy mines."); #define step with (Player) if (button_pressed(index, "horn")) { with (instance_create(mouse_x[index], mouse_y[index], CustomHitme)) { team = other.team; sprite_index = sprGoldDisc; on_step = script_ref_create(test_step); on_hurt = script_ref_create(test_hurt); my_health = 8; friction = 0.5; } } #define test_step image_angle += 15; #define test_hurt(damage, kb_vel, kb_dir) my_health -= damage; if (my_health <= 0) { repeat (3) instance_create(x + random_range(-1, 1), y + random_range(-1, 1), Explosion); instance_destroy(); } // else motion_add(kb_dir, kb_vel)
Updated