playMaker

Author Topic: Game Mechanic - Help  (Read 122 times)

halas

  • Playmaker Newbie
  • *
  • Posts: 5
    • View Profile
Game Mechanic - Help
« on: October 28, 2017, 10:39:09 AM »
Hey guys,

Total noob here.

I am trying to get this mechanic to work that I believe is super simple but its nagging me with issues.

My game is top-down perspective. I need to have it so if my character walks over an area that is red, to die.

So I have this platform that the character must cross, it is currently:
Red
Wait - 1 sec
Material Color - Red
Collision Event - Death
Green
Wait - 1 sec
Material Colour - Green

I am having this loop. The issue is now, to have collision event I need a collider, but if I have a collider, my character cannot walk on the platform.

Any thoughts?

« Last Edit: October 28, 2017, 11:34:12 AM by halas »

djaydino

  • Administrator
  • Hero Member
  • *****
  • Posts: 2288
    • View Profile
    • jinxtergames
Re: Game Mechanic - Help
« Reply #1 on: October 28, 2017, 01:47:42 PM »
Hi,
You need to set 'is trigger' on a collider to be able to pass thru.
And use 'trigger' actions.


tcmeric

  • Sr. Member
  • ****
  • Posts: 480
    • View Profile
Re: Game Mechanic - Help
« Reply #2 on: October 28, 2017, 07:57:46 PM »
PS, you can have two colliders on an object or have a child object which holds a second collider.

Ie, 1 for the floor (which is a normal colider) and a 2nd one for the trigger area (which is a collider set to trigger).

halas

  • Playmaker Newbie
  • *
  • Posts: 5
    • View Profile
Re: Game Mechanic - Help
« Reply #3 on: October 29, 2017, 09:36:46 PM »
Thanks for the help guys.

Am I using Bool Values for If statements?
For example,
If (Variable) is true, activate - Trap
If (Variblee) is False, do nothing.

djaydino

  • Administrator
  • Hero Member
  • *****
  • Posts: 2288
    • View Profile
    • jinxtergames
Re: Game Mechanic - Help
« Reply #4 on: October 30, 2017, 12:44:16 PM »
Hi,
That depends on how you set it up and how you want it to work.

You could use a bool test after a trigger event to look if active or not,

or you could enable/disable the trigger(collider)

or you could have state 1 with a wait and a trigger event and then when wait is done go to next state with only a wait.
when that wait is done go back to state 1.

on state 1 have a 2nd transition for the trigger (for your trap).