I almost feel ashamed for coming to you with a question like this, but I really can't seem to figure out why it is behaving in this way. It's probably going to be something stupid.
Anyway, I'm simply trying to spawn a bunch of ShotA's randomly across the screen, and have them travel towards the position of the script enemy (not the boss itself). Here's how this simple deal looks like so far...
I hope that it is alright if I post a snippet of my code in here, since it doesn't take up nearly as much room as the entire file would.
CreateShotA(0,rand(GetClipMinX,GetClipMinX+100),rand(GetClipMinY,GetClipMaxY),20);
wait(1);
CreateShotA(1,rand(GetClipMaxX-100,GetClipMaxX),rand(GetClipMinY,GetClipMaxY),20);
wait(1);
CreateShotA(2,rand(GetClipMinX,GetClipMaxX),rand(GetClipMaxY-100,GetClipMaxY),20);
wait(1);
SetShotDataA(0,20,0,GetAngle,0,0.01,1,36);
SetShotDataA(1,20,0,GetAngle,0,0.01,1,36);
SetShotDataA(2,20,0,GetAngle,0,0.01,1,36);
FireShot(0);
FireShot(1);
FireShot(2);
The Wiki tells me that the GetAngle function should return the angle towards the script enemy if it is used in the correct script, which it is. But all that's happening is that the bullets travels in a straight line to the right of the screen, regardless of where the script enemy actually is. And to make matters even more weird, if I try GetAngleToPlayer instead, they all just drop directly down as if the angular value was 90, regardless of where I am on the screen.
There must be something else behind this malfunctioning, right?