@ Dr Tank
Hah, no. The first problem is caused by a clearup proceedure I put in to ensure the enemies don't fire objects of extremely high number. When the enemy fire object numbers reach above 10000, it resets the counter to 500. However, I'd made it so that it still removes the object the counter reaches when it gets above 10000 ... which is object 10001. Object 10001 is an entity seed for loading the buildings and ships on the map startup. The entity seeds are hidden, so aren't setup.
I've solved the problem by replacing:
if EFIRE>10000 with
if EFIRE>9999
As well as that, I sorted out the similar system used for the player's fire. (Although there is no object 50001, it's still nice to keep things in order):
if FIRE>50000 with
if FIRE>49999
xD, the mine's (which are large fuel tanks actually) are designed to explode in 4 directions and be quite hectic. A player is supposed to learn they fire in 4 directions and shoot them from an angle to avoid being hit. (I thought it would be a bit unfair to have it fire in 8 directions)
And, I'm GLaD to see my amazing game-creation techniques rub off onto others
@ BMacZero
Hmm, that
is odd.
Can I get a level number and some sort of a situation report on when that error occured?
The problem being, line 448 is:
make object plain EFIRE,4,4
which isn't checking anything... :S
I singled out the number 171, by subtracting the amount of lines in the 2nd source file, and starting the counter from the top of the first, which takes you to the line:
xrotate object 11000,-90
which again, isn't checking anything... :S
Also, there are 10 levels. (You can see that if you go into the maps folder)