Attaching sensors and logic to text displayer
OK. So there's this system that I'm trying to do where, during an RPG battle, you have the opportunity to dodge incoming attacks during the enemy's turn (like in Undertale). I'm using a text displayer with a heart in it (though that last detail might change depending on what I want to do with the level) to represent the player. Now I've got the X and Y movement down, but I want the icon I'm using to be able to register damage when hit by enemy attacks. Thing is, there seems to be no discernable way to apply such logic to the text displayer itself (at least from my viewpoint). Is there a way of being able to do that short of badgering Mm to implement tags into the text displayer? Ta.
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"Apply logic" is a pretty vague goal. What is the outcome you want to achieve? Hope I can help.
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What I mean by 'apply logic' is I want it to be able to trigger damage when the 'heart' is in impact with an attack (represented by other text displayers). So like an 'impact sensor' function.
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Use an invisible sculpt that your heart is attached to. This way you can put any logic on it, that you want.
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There is an impact sensor gadget that has an impact sensor function, if that's what you want.
Or you can place a health manager on that heart object, and a health modifier on the attacking object in "impact" mode. So when it hits the heart object it will reduce that manager's current health. Then you can use whatever logic you wish to to display the right text gadgets and such.
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