no cóż, chyba jednak nie działa. próbowałem tak:
GML
{
prz=instance_nearest(x,y,przeszkoda);
if distance_to_point(hero.x+lengthdir_x(200,point_direction(hero.x,hero.y,x,y)+90),
hero.y+lengthdir_y(200,point_direction(hero.x,hero.y,x,y)+90)) < distance_to_point(hero.x+lengthdir_x(200,point_direction(hero.x,hero.y,x,y)-90),
hero.y+lengthdir_y(200,point_direction(hero.x,hero.y,x,y)-90))
{mp_potential_settings(180,10,4,1);
mp_potential_step(prz.x+lengthdir_x(50,point_direction(x,y,prz.x,prz.y)),prz.y+lengthdir_y(50,point_direction(x,y,prz.x,prz.y)+90),4,0);
}
else if distance_to_point(hero.x+lengthdir_x(200,point_direction(hero.x,hero.y,x,y)+90),
hero.y+lengthdir_y(200,point_direction(hero.x,hero.y,x,y)+90)) > distance_to_point(hero.x+lengthdir_x(200,point_direction(hero.x,hero.y,x,y)-90),
hero.y+lengthdir_y(200,point_direction(hero.x,hero.y,x,y)-90))
{mp_potential_settings(180,10,4,1);
mp_potential_step(prz.x+lengthdir_x(50,point_direction(x,y,prz.x,prz.y)),prz.y+lengthdir_y(50,point_direction(x,y,prz.x,prz.y)-90),4,0);
}
}
ale też sie zacina przy tym drzewie :/