Solved Trap not damaging enemies

Question that is answered or resolved.

Toranks

Active member
The rocket is a trap with nothing special
Candamage enemies, and all of them are enemies.
Anybody can explain to me why this happens at this stage when we are on a truck? If you look closely near the end of the video, one of the rockets falls out of the truck, and hits the real ground below. Everything correct... except that it doesn't hurt enemies!

Or give me some clue as to where to look for the cause, because right now I don't know where else to look.

 
The rocket is a trap with nothing special
Candamage enemies, and all of them are enemies.
Anybody can explain to me why this happens at this stage when we are on a truck? If you look closely near the end of the video, one of the rockets falls out of the truck, and hits the real ground below. Everything correct... except that it doesn't hurt enemies!

Or give me some clue as to where to look for the cause, because right now I don't know where else to look.


I don't know the problem for sure without looking further (which I can't do today), but I can see the base position is different on the truck vs. the dojo stage. I would just about bet the farm that's the clue to follow.

DC
 
The rocket is a trap with nothing special
Candamage enemies, and all of them are enemies.
Anybody can explain to me why this happens at this stage when we are on a truck? If you look closely near the end of the video, one of the rockets falls out of the truck, and hits the real ground below. Everything correct... except that it doesn't hurt enemies!

Or give me some clue as to where to look for the cause, because right now I don't know where else to look.

@Toranks Try to put jugglecost in the attack animation of the missile and see if it solves the problem (enemies must have jugglepoints too), even if you are on a platform/wall the character's height is not 0 according to I saw in your video and maybe it can affect. In all my projectiles I always put jugglecost to activate collision while in the air.
 
@Toranks Try to put jugglecost in the attack animation of the missile and see if it solves the problem (enemies must have jugglepoints too), even if you are on a platform/wall the character's height is not 0 according to I saw in your video and maybe it can affect. In all my projectiles I always put jugglecost to activate collision while in the air.
Tested, it didn't work, but what does the base have to do with it? The bomb falls from a height of 400, which is greater, and clearly hits the roof of the truck.
 
Tested, it didn't work, but what does the base have to do with it? The bomb falls from a height of 400, which is greater, and clearly hits the roof of the truck.
The question is the base which usually is zero by default and may affect the collision. I remember having this kind of problem long time ago and then decided to put jugglecost in all my projectiles. According to your video, certainly there's something disabling the attack boxes, try to remove the platform and check if the missile can hit enemies in this stage especifically.
 
@Kratus and @Toranks

i think that those rocket things might have to have a checkforplatform below thing, it might be a similar problem that i have reguarding the antiwall script over platforms problem and my blood entities over platforms problem
 
Solved!
It was actually very simple, although I had a hard time getting it because the key was in the dartboard entity, not in the rocket (The player spawns the dartboard, the darboard spawns the rocket).
I made two changes, invoking the dartboard at exactly the same position as the player, including the height ("y" property), and giving it the property subject_to_gravity 0 to prevent it from falling to height 0 (it did this despite having subject_to_platform and subject_to_wall to 1, which surprised me, but I finally solved it with subject to gravity, so I didn't worry anymore)
Can you think of any situation where further adjustments are required? At the moment it works in all the stages where I have tried it.

Thanks to all!
 
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