Ambiera ForumDiscussions, Help and Support. |
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Hi all can someone please guide me on how to set explosions which reduce both player and enemy hp |
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You could try overlapping On Proximity behaviors. Set one to damage the player and one to damage the enemy. I've not tried it, however. There's a couple different ways you can do it, but that's the easiest one I can think of now. |
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Agree with Guest The other thing you can try (as COA suggested in an old post) is to create a rotating node (set rotation to 0,500,0) so it spins quickly and use "every 16ms seconds" shoot. Because it's then shooting in all directions, it will create a blast radius which will hit player and enemy - those further away from the blast will get hit less times than those closer. You can set damage to something like "1", bullet speed to "1000" and then set "bullet range" to adjust the lethal-range of the blast. Create a sphere node to use as the "bullet" and set it's scale and polygon count both to 0 when you create it. This makes the bullets invisible and stops the hundreds/thousands of bullet nodes in the blast, using much memory - you can also use a blank texture so it doesn't need to draw it. You can look on footage-crate website for a free (you can use in commercial projects) explosion footage and then use animated texture feature to make the explosion look real. Hide the animation and then "restart behaviour" of the animated node as you make it visible. The animation will play from the beginning and look like an explosion - then just hide it again after the animation has finished. It sounds complicated but it's fairly easy to do. Give it a try and if you want me to make it for you, I can upload a ccb for you to examine. |
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you can use on proximity if you are not using at runtime cloned enemies otherwise you need to do scripting |
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Coa please upload the ccb for me |
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monks i dont have any ccb file making the explosion with on proximity is not so hard |
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