now...I'm making a game( i posted something like this b4 ) that is a fighting adventure platform...i tried many ways for the active ( lets call him a knight because thats what he is ) with a counter so when he tries to hit a monster it wont subtract against the counter but when he does get hit and he isn't attacking it subtracts against the counter...i tried if animation is playing ( slash, slash walking, slash falling & jumping ) kill monster, and i negated that to make it
if animation blah blah blah subtract 1 form counter...but it didn't work so then i tried when animation stopped walking falling and jumping is playing and collides with monster it will subtract form counter and vise versa. But no good so...Help?
Maybe the animations for stopped, walking, falling and jumping have to be looping? If it's looping, I don't know what the problem is
Think maybe those conditions for getting hit should be separate. "When animation stopped is playing, collide with monster, subtract from counter", when animation walking, collide with monster, subtract from counter etc as seperate conditions would work or have you tried it but it didn't work.
I think creating new objects on anything work well as collisions. Could create a collision box everytime they attack on the attack animation.
I'm not 100% I understand the problem, but try using detectors(Invisible Active objects) instead of an animation for subtracting from the counter. I find that using animations in events can sometimes get a bit iffy.
what i would do is a lot easier, after the attack animation (any of them) create a active object at the end of his sword or whatever, and if the monster gets hit with the active at the end of the sword then destroy the monster (or add to a value or whatever) then after the objects animation is over destroy that (i think this is what you were trying to do..)
Your just jealous that you're not as awesome as me.
(And my megaman avatar )
Originally Posted by MacAdaM what i would do is a lot easier, after the attack animation (any of them) create a active object at the end of his sword or whatever, and if the monster gets hit with the active at the end of the sword then destroy the monster (or add to a value or whatever) then after the objects animation is over destroy that (i think this is what you were trying to do..)
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