#breakable wall?

1 messages · Page 1 of 1 (latest)

fallow storm
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Is there a way that i can add a health display to a wall and when it hits 0 it gets destroyed (i want it to break by gun shots or melee)

toxic juniper
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best way to to do this is probably with rrs

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unless there is a with cv2

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but that would probably be really difficult if you don't know what ur doing

fallow storm
fast cloud
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there isn't a way to detect projectiles using trigger volumes

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the only thing you can detect with projectiles being hit is players

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RRS is probably the best way to go with this

fallow storm
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Dang

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Thank you still

fast cloud
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np

fallow storm
cedar fog
fallow storm
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The swords would be custom but the guns could br both custom or rro

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Maybe even the swords bc i could put a sword in them and just make them into decorations

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Does it change how the projectiles work??

cedar fog
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you’d need to make custom swords for this as regular RRO swords cannot detect object collisions

cedar fog
fallow storm
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Is it in the any hit category?

cedar fog
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“Projectile hit rec room object”

fallow storm
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Like how do I utilize the collision, should i use a collision volume

cedar fog
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It’s an event that can be set within the projectiles object board

fallow storm
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Oh

cedar fog
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yeah lol, it’s really that easy

fallow storm
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Likr normal paint shots and lazers?

cedar fog
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any

fallow storm
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And does it go for every wall or just the ones you wire them too

cedar fog
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it’s an event that fires the moment a projectile fired hits an object

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you define what it does after that

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Example being, on projectile collision > get object tag > if (wall) deal damage

fallow storm
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Ohhhh so i cqn set it to if it hits a specific tag

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And do i just have to but a subtitle and after enough hits i teleport it away or can I actually deal damage to the wall

cedar fog
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So it will ALWAYS fire if the projectile hits an object, but you can define where that signal goes, like let’s say you shoot the floor, it will detect that, but if you don’t want it to damage the floor, simply > do nothing

cedar fog
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Place an “Int variable” (rename it to wall 1 or something) set it to “synced” and then set its value, the value is its MAX health

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Let’s say 500

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YOU MUST TAG THE WALL, to make it simple, tag it with “Wall1” now then

On projectile collision > check object tag > If has tag(wall1) send the signal to that synced variable chip tell it to subtract its current value with your damage

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after that, check if the value is greater than 0, if yes, do nothing, if lower, it has no HP and needs to be respawned elsewhere

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Simple no?

fallow storm
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Moderately

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Ill check it out in a bit

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I just woke up

cedar fog
fast cloud
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well now i feel like an idiot

cedar fog
fallow storm
cedar fog
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The projectile hit object event has a damage int on it, if you want to change that, configure your weapon and change the object damage there

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For HP, you can just to string the data from the int variable and plug it into a subtitle on hit

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I’m gonna be honest, I don’t think I can really explain how to make the health a percentage as I’m not smart enough to explain that

fallow storm
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Do u have a video or circuit

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So the health of the gut object is connected to an in variable?

cedar fog
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I don’t really have a way to record videos, sorry

fallow storm
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Its okk

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How do i get the health of the hit target tho

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I dont see any connections to check or set how much health the wall has