In my side scrolling shooter I am attempting to change the object, a bullet object's, accuracy at runtime. It isn't working. I think I know why, but I am not sure. I am trying to change it based on the speed of the mouse's movement. I know this is working correctly as I am using it for the cross hair. I attempted to change the bullet accuracy to something other than a number, a variable for example, and it changed back. I am going to go run some more tests. The cap link is below, I hate to be paranoid, but please don't steal any of my half assed artworks.
I think it works, you just do not see the effects cause there are a lot of movement and slugs.
I have changed in your cap the accuracy calculating to "(Sprite.Value('accuracy') + Chair.value('modifier') )* Chair.Value('speed')"
and attached the action to the spawn moment of the Slug.
Now, you can test like this: Do not move the cursor: the bullets are fired in one straight line Move the cursor next to the soldier and then fire it while moving only vertical. You will see the slugs disperse more.
You will only have to set the weighting for the speed modifier.
The '0.9' is the weight of the speed and its impact on the accuracy. Normally I used 0.4 as it looked good and quite 'relisticly' but for your need to observe the effect I upped it. '+5' will give the minimum spread if the speed is close to 0.