how to make different enemy types that are animated

id: 749555

category: Help with Scripts

posts: 2

Recoin Recoin loading
“so i'm making a arcade-like shooter game” - jun, 2024

so like the way i made enemy types before, to all fit in one sprite, i had it check the clone's costume and run the corresponding script using ifs

but animated costumes have a problem: attempting to just expand the scripts “yeah this is the right script” <(costume #) = (x)> thing kinda stops the script cuz i think it keeps restarting it

so i removed it (i think) but i remember the script:

when I start as a clone
if <(costume #) = (x)> then
some stuff
else
if <(costume #) = (y)> then
some more stuff
else
so on...
end
end

game in question: spaceshootergame™

if i explained this horribly please tell me
-TUB- -TUB- loading
You can use a local (for this sprite only) variable called clone ID to keep track of what type of enemy a clone is. The scripts are similar to the ones you already have, just replace (costume #) with (clone ID).