lionz's Recent Forum Activity

  • Try on hurt finished : set idle animation, as a single standalone event. That should fix it.

  • Alright so I guess it's stuck on hurt animation now when you get hurt, but apart from that moving and idle switch is fine? So you will need to add back in on hurt finished, set idle as one event. Since you added is not jumping to those events you should be able to add in the jump animation too.

  • That will just be the last played animation where it played once and didn't change to a new one. But it would with the events I mentioned.

  • Hiya, can we see the events involving the random number and how you're picking a new instance to make invisible? Thanks

  • You need to go back to basics and debug it for this, better to keep animations as simple as possible. Delete or disable everything, then begin with the 3 events I mentioned.

    Player is hurt : play hurt animation

    Player is not moving and hurt is not playing : play idle

    Player is moving and hurt is not playing : play walk

    See if that works first of all. If not then it's a problem with the hurt code that I haven't seen.

  • As mentioned you dont need 'on animation hurt finished'. Take that out, does it work as expected? You also need additional conditions 'is not jumping' and 'is not falling', anything that could cancel an animation from playing. On landed you shouldn't need as it will start up the idle or moving animation automatically.

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  • Same time though in terms of your code, the bullets would have to hit within the same tick, that's very close and I'm not sure you can detect bullet A and B as hitting simultaneously unless you add a delay before destroying.

  • I'm still not understanding the concept, how can both bullets hit if the enemy is destroyed on any of the bullets hitting. Also how is the player firing 2 different bullets at once in your game?

  • There is a system condition 'trigger once'

  • You limit the number of picked instances with conditions on the left and apply actions to those picked on the right. If you don't pick anything with a condition on the left then it applies the action to all instances. If you used something like on object touched, do an action then it picks the one you touched. If you said where object.var=3, do an action then it does the action to all instances where var=3.

    But that isn't really your issue here, you need to relate A to the B and C that are overlapping and the only way I can think of based on info given is to have instance variable identifier where related A,B and C have the same number and when you pick which B overlaps C, you pick the A which has the same variable number attached.

    If that doesn't help then please share some more information about your game, maybe there is a better way to get the logic you want.

  • Where's the hp check to see if it should be destroyed, it is always after one hit? It might not work if that's the case because you wouldn't hit them with both bullets ever.

  • The last 2 blocks yes but as separate events on their own, not sub events. You wouldn't need on animation hurt finished because as soon as it finishes those other events become true again, probably the idle one if you're not moving.

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lionz

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