Puppet dying when it shouldn’t be
Hey all :)
I’m having some troubles with a puppet dying (or being destroyed) when it shouldn’t be.
It’s an emitted puppet and I’ve got custom death logic on it, so rather than dying and spawning at a checkpoint, it’ll reset the health back to 100 and teleport to a ‘respawn’ tag.
Basically the puppet doesn’t get ‘destroyed’ or die until it loses 3 lives (So it keeps all the values that are in the logic on it). there’s nothing plugged into the death port on the health modifier either so the puppet should always be in the scene.
With all that, the puppet should never die or despawn but it seems to be being killed under some circumstances.
Does anyone know if the physics engine destroys objects in certain situations (E.g. maybe when the object is under a big force from a force applier), or if the puppets ‘die’ when they’re put in certain situations even if there’s nothing killing them in the logic?
I’ve got the same setup working well on 4 other characters but this new one (he’s a bit of a bigger build if that makes a difference?) is having some issues.
I’ve cranked the fall distance on the puppets too so they won’t be killed from that, and I’ve also made it so the puppet doesn’t collide with itself just in case but it still hasn’t fixed it.
If anyone is able to shed some light I’d be very grateful :)
Thanks
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Hi, objects are destroyed if they fall outside a certain range o the centre of the level (about 10km) I believe. Is it possible that something (perhaps invisible) is dropping off your character and hitting that limit after a certain time, causing your character delete?
Matt -
'@Mm Bogdan & Matt ahh good point thanks for that. it might be possible, it’s only with this new character so I’ll make sure there’s nothing falling off it at some point :) thanks again
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