I have an alien object, a spawner attached, which shoots alien bullets:
Graphic = AlienGraphic
Rotation = 0 ~ 360
Position = (0,10,0) ~ (800, 10, 0)
Body = AlienBody
Spawner = AlienBulletSpawner
PartList = AlienBodyPart
Type = box
Object = AlienBulletObject
WaveSize = 1
WaveDelay = 1
Position = (0, 0, 0)
;UseRotation = true
;UseRelativeSpeed = true
UseSelfAsParent = true
Graphic = AlienBulletGraphic
Speed = (0, 250, 0)
LifeTime = 2
Body = AlienBulletBody (not listed)
;UseParentSpace = true
Using "UseSelfAsParent = true" in the AlienBulletSpawner almost does what I want, which is to have the bullet shoot in the direction that the alien is facing.
But because the bullets are now true children of the parent, as the alien spins, the bullets continue to circle around the parent.
What I want to do is have the bullet take the rotation and position of the spawner, then go on their merry way in the last known direction the spawner was facing.
I tried conbinations of:
UseRotation = true
UseRelativeSpeed = true
...for the spawner, and while they inherited the rotation, the direction/speed vector was not used. (0, 250, 0) is always used.
Tried "UseParentSpace = true" on the bullet object, but no improvement.
UseRelativeSpeed = true spanwer doc states: "If true, speed will be applied relatively to current spawner rotation & scale."
Anyone got ideas here? Is this a bug?