@HowDo, thank you so much! That was just my first attempt to use Sparky Collision and I didn't notice the 'SC_updateObject' command ! now it is working pretty well ! thank you
'SC_updateObject' at line 10... : (this function handle player's shoots the name of the function means: f_Shoot_Player()...)
FUNCTION f_TIRER_JOUEUR()
IF V_SON_E = 3 THEN V_SON_E = 1
IF MOUSECLICK() = 1 THEN INC V_GACHETTE_E,1
IF MOUSECLICK() = 0 THEN V_GACHETTE_E = 0
IF V_GACHETTE_E = 1 AND TIMER() - V_TIR_UN_E >= 125
FOR Z = V_ENNEMISA_E TO V_ENNEMISZ_E-2 STEP 3
IF OBJECT POSITION Y(Z+1) >-10
REM SC_setupObject Z+1, 1, 0
SC_updateObject Z+1
ENDIF
NEXT Z
INC V_SON_E,1 : PLAY SOUND V_SON_E : V_TIR_UN_E = TIMER()
MOVE CAMERA 10000
V_TIR_X_EE = SC_multipleRayCast( V_Niveau_E, OBJECT POSITION X (V_ARME_JOUEUR_E), OBJECT POSITION Y (V_ARME_JOUEUR_E), OBJECT POSITION Z (V_ARME_JOUEUR_E), CAMERA POSITION X(), CAMERA POSITION Y(), CAMERA POSITION Z(), 0 ) :
V_TIR_X_# = SC_getStaticCollisionX() : V_TIR_Y_# = SC_getStaticCollisionY() : V_TIR_Z_# = SC_getStaticCollisionZ()
REM DECAL:
POSITION OBJECT 3,V_TIR_X_#,V_TIR_Y_#,V_TIR_Z_#
V_TIR_X_EE = SC_rayCastGroup( 1, OBJECT POSITION X (V_ARME_JOUEUR_E), OBJECT POSITION Y (V_ARME_JOUEUR_E), OBJECT POSITION Z (V_ARME_JOUEUR_E),V_TIR_X_#,V_TIR_Y_#,V_TIR_Z_#, 0 )
// IF V_TIR_X_EE>0 : HIDE OBJECT V_TIR_X_EE : HIDE OBJECT V_TIR_X_EE-1 : HIDE OBJECT V_TIR_X_EE+1 : ENDIF
REM L'adversaire est composé de 3 objets: 2èME pour les collisions, 1 pour l'apparence, 3 pour les effets spéciaux
IF V_TIR_X_EE>0
spawn_explosion(OBJECT POSITION X(V_TIR_X_EE),OBJECT POSITION Y(V_TIR_X_EE),OBJECT POSITION Z(V_TIR_X_EE),RND(19)+1,OBJECT SIZE(V_TIR_X_EE)*3.5)
POSITION OBJECT V_TIR_X_EE,OBJECT POSITION X(V_TIR_X_EE)+1000000,OBJECT POSITION Y(V_TIR_X_EE)-20,OBJECT POSITION Z(V_TIR_X_EE)+1000000
POSITION OBJECT V_TIR_X_EE-1,OBJECT POSITION X(V_TIR_X_EE-1)+1000000,OBJECT POSITION Y(V_TIR_X_EE-1)-20,OBJECT POSITION Z(V_TIR_X_EE-1)+1000000
POSITION OBJECT V_TIR_X_EE+1,OBJECT POSITION X(V_TIR_X_EE+1)+1000000,OBJECT POSITION Y(V_TIR_X_EE+1)-20,OBJECT POSITION Z(V_TIR_X_EE+1)+1000000
SC_removeObject V_TIR_X_EE : AI Kill Entity V_TIR_X_EE-1 : AI Add Neutral V_TIR_X_EE-1 :`` AI Set Entity Control V_TIR_X_EE-1, 0 : AI Entity Move To Cover V_TIR_X_EE-1, CAMERA POSITION X(),CAMERA POSITION Z() : AI Set Entity Attack Distance V_TIR_X_EE-1, 1
DEC V_NbreEnnemis_E,1
PLAY SOUND V_TIR_X_EE-1+RND(1)
ENDIF
MOVE CAMERA -10000
ENDIF
POSITION MOUSE SCREEN WIDTH() /2,SCREEN HEIGHT() /2
ENDFUNCTION