if health>=50 then {exit;// if needed magic_shield_activation=false;}
a=1;//this is the key // _____ here create that casting effect; ____ magic_shield_activation=true;
}
"a" is crucial variable to block future effect.
******
//if health is recovered a=0 is again.
if health>=50{a=0;magic_shield_activation=false;}
all of this actually depends how that ship react in various situations, and code optimization with command "else" or use switch() command with plenty of breaks;
Don`t use many "if" per step, it is bad.
P.S ..don`t forget to destroy animation object at shield animation end ..
in case that animation is a part of that character then you need additional timer variable.
insert new variable called "a".
a=0;
health=100;
*****
step will be:
if a=0 {
if health>=50 then {exit;// if needed magic_shield_activation=false;}
a=1;//this is the key
// _____ here create that casting effect; ____ magic_shield_activation=true;
}
"a" is crucial variable to block future effect.
******
//if health is recovered a=0 is again.
if health>=50{a=0;magic_shield_activation=false;}
all of this actually depends how that ship react in various situations, and code optimization with command "else" or use switch() command with plenty of breaks;
Don`t use many "if" per step, it is bad.
P.S ..don`t forget to destroy animation object at shield animation end ..
in case that animation is a part of that character then you need additional timer variable.
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