Im sure, this has been already asked and answered, but I didnt found something.
I got: "Sprite_Minions" which is part of the family "Fam_Minions". They both the bools "Playercontrolled" (bool in family instanced) and "Minion_playerowned" (bool in sprite instance). I think you now know where this heads to...
"Sprite_Minions" are getting spawned in dynamic intervals, so the amout of them for both player and enemy is changed every nth event/second.
To my question:
Duo to the ongoing spawning of "Sprite_Minions" for both players with the same sprite as source, I created the bools "Playercontrolled" and "Minion_playercontrolled" on sprite and family.
Movement is set by engine, so the player got no control over where the minions move.
Creation of minions looks like this:
My "collision" event looks like this:
Now, collisions for "players" sprites are working - minions are stopping (from moving over found path) and showing the attack animation caused by function "minion_attacks_enemy", while the sprite which is owned by enemy just walks through him, totally ignoring him.
I think the mistake isnt in my source, I think its my logic... but I havent figured out an another way to do such in a decent way.
Does someone got me an elegant answer for this?