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Author Topic: Problems with sword collider not hurting monster?  (Read 1608 times)

westingtyler

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Problems with sword collider not hurting monster?
« on: April 09, 2015, 04:29:45 AM »
Hello! I am new, and I have a stumper problem I am dealing with. I am a 0% programmer, which is why I love Playmaker. I am having a problem getting box collider areas to affect a monster character, though by switching out tags I can easily get those colliders to affect my player. Details are in my video! Any help is appreciated, as I also bring up a few other places I am stumped, too!

Here is a video of my problems. It is fun and has me talking in it!:
https://www.youtube.com/watch?v=56Egai_HzGA&feature=youtu.be

mdotstrange

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Re: Problems with sword collider not hurting monster?
« Reply #1 on: April 09, 2015, 09:43:48 AM »
Try putting rigid body tags on your zombie and sword with gravity off and IsKinematic on-

It also might be the Itween sword animation doing somethin weird- can try using regular animation with Mecanim-

Also the "finished" will never happen as that state is going to wait for the Trigger event and its set do a different transition-

For you if else with the trigger- you can use a "get trigger info"  action and store the object that hit and do a game object compare or something like that from there
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westingtyler

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Re: Problems with sword collider not hurting monster?
« Reply #2 on: April 09, 2015, 11:19:59 PM »
Hey! Adding rigidbody tags with the two settings you mentioned, worked! Now the sword slices the bag guy, and the cube area on the floor (spikes) hurts the zombie, too!

As for adding an Else case to the trigger tag, I will try that out, too.

Another question, and I can make a new topic if needed: what tools do I use to make the sword hit kick the enemy back a few meters?

As in, how do I store the direction the zombie is facing and create a location a few meters behind its current location, and iTween the zombie to that spot?

Also, I am not sure if you noticed in the video, but the zombie ALWAYS goes to the place you were at when it finished its last iTween movement. How do I interrupt that movement so he always runs toward you no matter where you move to, without waiting for the current path to finish?

Thank you for your help so far!