#breakable wall?
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best way to to do this is probably with rrs
unless there is a with cv2
but that would probably be really difficult if you don't know what ur doing
Can i like not use circuits to let it be shown when a bullet hits like a trigger value on a wall and it like has a text that shows a health number on it and when it hits zero then it disappears??
there isn't a way to detect projectiles using trigger volumes
the only thing you can detect with projectiles being hit is players
RRS is probably the best way to go with this
np
Like this?
YES LIKE THAT
Are you wanting to use RRO weapons or custom?
The swords would be custom but the guns could br both custom or rro
Maybe even the swords bc i could put a sword in them and just make them into decorations
Does it change how the projectiles work??
you’d need to make custom swords for this as regular RRO swords cannot detect object collisions
Not at all? Projectile components support object collision detection
Is it in the any hit category?
“Projectile hit rec room object”
Like how do I utilize the collision, should i use a collision volume
It’s an event that can be set within the projectiles object board
Oh
yeah lol, it’s really that easy
Likr normal paint shots and lazers?
any
And does it go for every wall or just the ones you wire them too
it’s an event that fires the moment a projectile fired hits an object
you define what it does after that
Example being, on projectile collision > get object tag > if (wall) deal damage
Ohhhh so i cqn set it to if it hits a specific tag
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
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
You can deal actual damage to the wall
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
Let’s say 500
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
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
Simple no?

well now i feel like an idiot
Been there done that
How do i deal damage and see the damage number
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
For HP, you can just to string the data from the int variable and plug it into a subtitle on hit
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
Do u have a video or circuit
So the health of the gut object is connected to an in variable?
I don’t really have a way to record videos, sorry