#How do i make this work
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Very interesting
the detecton part is just collision detection volumes
when they collide with object you check if that object has "sword" tag (or some other tag that you have only on the weapons)
for the effect its triccy but you can use collision position probably and teleport the effect to that
for the part where the sword move away from one another, its impossible
best thing you can do for last is to just disable attacking for some time
btw, collision detection volume is beta content if i remember correctly so enable that in room settings
i've never used collision detection
I tried it like once but it took up a lot of circuit space
You can edit into the object board and delete the chips that you don’t need
ik that i just don’t know what to get rid of
Whatever you aren’t using
whats impulse on player
If you want a player to be launched upon being hit by the collision volume
oh then yea i keep that
wait what should i keep if i want it to only work on players and other collision volumes
You can delete everything that isn’t object or player related
I think collision volumes count as objects
how do i make collision volumes detect each other again
when it hits something, check if that something has a tag of a weapon
I tried collision data but even that was confusing
prob detec for collision with another part of your weapon
f.e. model
oh wait
im tryna make every single sword that i made clashable yknow?
collision data get object -> if object is valid (yellow input is yellow output of prev chip) -> if has tag (purple tag of weapon, yellow input is yellow output of collision data get object)
it says error
show it
oh, that
it because the volume didnt hit anything yet
connect orange input of "if is valid" to "on object hit" and hit something
still error
collision data get object is kinda confusing when object ports on the right
all chips have inputs on the left and output on the right
ik
i just need help to fix this error
you hit some object with the volume, right?
yes
you had it enabled before you hit with it?
its on a player joined event
did any player join after you set it up?
thought so
now you has a basic check if collision hit another sword
basicaly, everythig after "has tag" output will trigger when your swords clash
wait so if i add the collision volumes to all my other swords itll work for just those few chips?
you'll have to clone those chips to every collision
oh ok
and if you have the tag on all swords, it will work
basicaly, your sword will clash witrh anything that has a sword tag
this might sound tricky but how to make it that when you clash it sends the players the opposite direction from where they're facing
make an event definition
name it "push player"
when sword clash, you use "event sender" (configure to event you made earlier, target is player and connect "get authority" (input is object from "collision data") to that
then make this:
event receiver (your event) -> velocity add (multiplier is -1, velocity is local player gaze direction, target is local player, max speed is anything you want. Play with multiplier and max speed for speed you want)
should work but if you try to hit an inactive sword you will knockback its last holder or room authority so be careufl with that ig
you dont have to clone the event definition and event receiver part for every sword btw but you do need to clone the sender part
anyways, ima go sleep
#1321098169693507604 <- good cv2 and other stuff guide
whats the event sender part again? i made the definition have a player port unless i misunderstood
i don't think it worked
U dont need variables in definition
Configure the event sender. Select your event and select "player" option in target
bro i put the tag on the collision volumes but its clashing with the trigger handles
does it really matter?
it still gives you an opponents sword that you can still use
no i mean like it touches the trigger handle when i removed the tag from it
does it return the handle when you touch its collision volume?
wdym
when you clash your sword normaly, does it return the collision volume or the handle?
it says handle
it should still work then
it works but i don't want the trigger handle to clash so it works
i wanted the collision volume to clash
you can try to add a position check that would check if it collided with the handle but im not sure thats neccecary
idk why but when i removed the tag from the handles my friend tested it it still clashed with the handles
it just returns the "parent" object of the volume
basicaly it returns an object a volume is clamped to
dot they already clash if they touch eahother?
no the trigger handles do
no wonder
did it help?
np