Shoot Feature Doesn't Start Automatically

My Player Indeed shoots towards it’s Direction… But I need to move my player at the beginning in order to shoot the correct angle.

If I don’t move the player when the scene starts… the bullet goes right, even if shoots many times all bullets go to right… when the player moves the bullet direction works right.

What does the code needs in order to make it works even if the player hasn’t move jet??

Fire Bullet from Player1, at position Player1.PointX(“Origin”);Player1.PointY(“Origin”); toward angle Player1.TopDownMovement::Angle() and speed 100 px/s

Player1.Angle()
is this possible?

The issue will be that the player starts off with no rotation, or an angle of 0, which is directly to the right of the screen. They haven’t moved yet, so TopDownMovement has not changed the player’s angle or position.

What angle does the player face when they start? Are there any events that changes this?

Yeah Sounds Logic… It just appears when the scene starts

Are there any events that changes this?.. NO

What angle does the player face when they start? … Well i think is looking to North of the map (2D map).

Can I make the player move just a little when the scene starts?? that would probably fix the problem…

That was going to be my next suggestion.

If you have a fade in sequence (so a black sprite covering the whole screen that tweens opacity to 0), then you can move the player at the start and it’ll never get noticed.

Yeah Sounds good… but that’s in case I am moving the player… But for example if another player is playing and the Fade completes and he doesn’t move and shoots… he will see it like a bug…

Is there a way to move the player “Auto” at the beginning?
Like:
(Trigger once)When Scene Starts move player to 100px to 101px ???

You can use “simulate key press” action on any object that has TopDownMovement behaviour on it.

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It Works… The player moves automatically and the Shoot goes to the right place… But now… I can’t make the movement Stops!!!.. I have this code:

Simulate Press Left for Player 1
Stop “Player1” (Remove all Forces)

But the player 1 Keeps in movement forever =(

Add an “At the beginning of the scene” (or a “Trigger once while true”) condition on the event.