| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var battle_box = 3154; |
| 4 |
var dir = irandom_range(0, 359); |
| 5 |
var dir_inc = 360/7; |
| 6 |
var real_turret = irandom_range(0, 6); |
| 7 |
for (var i = 0; i < 7; i++) |
| 8 |
{ |
| 9 |
var distance = irandom_range(100, 140); |
| 10 |
if (i != real_turret) |
| 11 |
instance_create_depth(battle_box.x + lengthdir_x(distance, dir + (dir_inc * i)), battle_box.y + lengthdir_y(distance, dir + (dir_inc * i)), -100, obj_battle_enemy_attack_axis_turret_fake); |
| 12 |
else |
| 13 |
instance_create_depth(battle_box.x + lengthdir_x(distance, dir + (dir_inc * i)), battle_box.y + lengthdir_y(distance, dir + (dir_inc * i)), -100, obj_battle_enemy_attack_axis_turret_real); |
| 14 |
} |
| 15 |
alarm[1] = attack_offset; |
| 16 |
turret_wave--; |
| 17 |
if (turret_wave <= 0) |
| 18 |
instance_destroy(); |