#How do i make this work

1 messages · Page 1 of 1 (latest)

rose mesa
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What work

craggy token
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Very interesting

plucky shadow
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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

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best thing you can do for last is to just disable attacking for some time

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btw, collision detection volume is beta content if i remember correctly so enable that in room settings

plain plank
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i've never used collision detection

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I tried it like once but it took up a lot of circuit space

meager agate
plain plank
rose mesa
plain plank
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whats impulse on player

rose mesa
plain plank
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oh then yea i keep that

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wait what should i keep if i want it to only work on players and other collision volumes

rose mesa
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You can delete everything that isn’t object or player related

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I think collision volumes count as objects

plain plank
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how do i make collision volumes detect each other again

plucky shadow
plain plank
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I tried collision data but even that was confusing

plucky shadow
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oh wait

plain plank
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im tryna make every single sword that i made clashable yknow?

plucky shadow
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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)

plain plank
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Theres no if object is valid chip

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well so far this is what i got

plucky shadow
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oh

plain plank
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it says error

plucky shadow
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show it

plain plank
plucky shadow
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it because the volume didnt hit anything yet

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connect orange input of "if is valid" to "on object hit" and hit something

plain plank
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still error

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collision data get object is kinda confusing when object ports on the right

plucky shadow
plain plank
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i just need help to fix this error

plucky shadow
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you hit some object with the volume, right?

plain plank
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yes

plucky shadow
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you had it enabled before you hit with it?

plain plank
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its on a player joined event

plucky shadow
plain plank
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oh so that was the problem

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now it works

plucky shadow
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thought so

plain plank
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or the error fixed

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whats the next step

plucky shadow
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now you has a basic check if collision hit another sword

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basicaly, everythig after "has tag" output will trigger when your swords clash

plain plank
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wait so if i add the collision volumes to all my other swords itll work for just those few chips?

plucky shadow
plain plank
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oh ok

plucky shadow
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and if you have the tag on all swords, it will work

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basicaly, your sword will clash witrh anything that has a sword tag

plain plank
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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

plucky shadow
# plain plank this might sound tricky but how to make it that when you clash it sends the play...

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)

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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

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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

plain plank
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i don't think it worked

plucky shadow
plain plank
plain plank
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bro i put the tag on the collision volumes but its clashing with the trigger handles

plucky shadow
plain plank
plucky shadow
plain plank
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wdym

plucky shadow
# plain plank wdym

when you clash your sword normaly, does it return the collision volume or the handle?

plain plank
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it says handle

plucky shadow
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it should still work then

plain plank
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it works but i don't want the trigger handle to clash so it works

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i wanted the collision volume to clash

plucky shadow
plain plank
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idk why but when i removed the tag from the handles my friend tested it it still clashed with the handles

plucky shadow
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basicaly it returns an object a volume is clamped to

plain plank
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bru

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so how do i switch it to the collision volumes that get clashed on contact

plucky shadow
plain plank
plucky shadow
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try to configure the sword model to physical

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and add a tag to it

plain plank
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does making it physical make the clashing work

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or like the collision work

plucky shadow
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prob the collision

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im not suree if collision can detect decorations

plain plank
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no wonder

plucky shadow
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did it help?

plain plank
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doin it rn

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it worked

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ty

plucky shadow
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np

plain plank
plain plank
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@plucky shadow

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tried the clashing but only 1 person got knockback