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This would come in quite handy when making such weapons and you can do collisions with the animated sprite.
I use it for engines and explosions etc.
The program costs 25€ though, just google it.
Thanks
Steve
P.S. you are best using the particle shape for your particles because the sprite code does not export to GML code whne you click code to keyboard. ;)
basically, you have your flame thrower...let's say it has 1000 fuel. That'd mean 1000 seconds or something of fire, right? Or simply 1000 fireballs (this number doesn't have to be shown to the player, a bar is fine)
So, you simple have your gun, that when used shoots one fireball each step as long as the mouse is held down creating these fireballs in the direction the flamethrower is blowing out fire. Each fireball doesn't get destroyed when it hurts something, it simply burns out on it's own when it reaches a certain distance from it's food source (a flamethrower feeds it's own flame)
Each fireball does very little damage, and get it's constant damage from stacking fireballs on top of each other, which burn out quickly
From your other post, it sounds like you're making a platformer so it'll be a bit easier (if you're doing top down, you'd control the direction of the flame more with code)
So, as the mouse button or whatever is being held down, the flamethrower is constantly creating instances of your "obj_fire", which starts out small and gets bigger as it flies towards your target, once it gets to a certain size, destroy it. You're constantly creating and destroying instances.
You actually inspired me to give this a test and I created this all in Gamemaker in about an hour..
http://www.youtube.com/watch?v=lEXZ6mLFCqs
You could change variables to get different fire. You could give the fire 5 different sub images of different colors and make it randomly choose one. You could change the variation of the direction of the fire AGAIN in the Step event.
Simply doing another
variation = choose (-2, -1, 0, 1, 2);
direction = direction + variation;
making it fan out randomly from the point of creation.
Just be sure each fireball does very little damage. They're supposed to stack because there possibly dozens of them hitting the target repeatedly each second and don't die from simply colliding with an object they instead burn. You could also add a burn effect when taking damage from a flamethrower and having its duration refreshed every time the object is hit with another fireball (or even increase the ongoing damage, to a point)
Anyway, hope this helps! sorry for the fast video...pause is your friend.