Guide by Pvic
Go to scr_game_initialization and add this in the top of the script:
global.cpu=0
Go to obj_player_startplace and change the room_start code to this
var _x, _y, _cam;
/* Create the Player and then destroy self !*/
if(instance_exists(par_player) == false){
for(i=0; i<global.character_amount;i+=1;){
if(global.restart_x = -1){
_x = x;
_y = y;
}else{
_x = global.restart_x;
_y = global.restart_y;
}
ins = instance_create(_x, _y, obj_character);
ins.character = global.character_id[i];
ins.player_id = i;
ins.ai_flag = global.character_is_ai[i];
//Determine the Global/Main Player:
if(i = 0){
global.main_player = ins.id;
}
else
{global.cpu=ins.id;};
//Set Killable and Depth:
if(i > 0)
ins.killable = false;
with(ins){
depth = player_id;
}
if(global.character_view[i] != -1){
_cam = instance_create(_x, _y, obj_camera);
_cam.c_id = ins.id;
_cam.x = _cam.c_id.x;
_cam.y = _cam.c_id.y;
_cam.c_view[0] = global.character_view[i];
with(_cam){scr_camera_reset_bounds(0);}
}
global.player_ins[i] = ins;
}
}
/* Remove this instance */
instance_destroy();
Make a script called scr_player_action_switch and add this
if speed_x==0 && key_action_b_pressed && speed_y==0
{
if global.character_amount == 2{
if global.cpu.action!=ConActRespawn
{
var char;
char = global.main_player.character;
global.main_player.character = global.cpu.character;
global.cpu.character = char;
var charx;
charx = global.main_player.x;
global.main_player.x = global.cpu.x;
global.cpu.x = charx;
var chary;
chary = global.main_player.y;
global.main_player.y = global.cpu.y;
global.cpu.y = chary;
var charaction;
charaction = global.main_player.action;
global.main_player.action = global.cpu.action;
global.cpu.action = charaction;
var charanimation;
charanimation = global.main_player.animation;
global.main_player.animation = global.cpu.animation;
global.cpu.animation = charanimation;
exit;
}
}
}
go to obj_character -> step -> actions and add scr_player_action_switch somewhere in the code