hi! i experience a problem where if the player doesnt parry and he is in collision with 2 objects(one being the enemy when he does a blade attack and one for another where he shoots waves of slashes) he wont take any damage. Can someone help me?. Im pasting photos with the code
Hi the second p key press doesn’t have a trigger once…
I wouldn’t personally use a complicated series of waits for attack moves …it can create bugs as if you switch to another move or something suddenly happens that list of waits and tweens is still waiting to happen.
It’s cleaner to check key press, trigger the state and start an object timer. Then check the state and have timer checks as sub events or a series of tweens with checks to see which tween is playing and if it has finished then start the next. You can use a variable for the tween name and count up to complete a series of moves. The advantage is that at any point in the sequence you can switch states and there isn’t a series of wait events in the pipeline.
It looks like you don’t have shake behaviour attached to the player
thank you so much!!! Oh wait, it still doesnt work
(can you write here the events that i have to rewrite pls? or send me a project with the code, if u want)
hello! your message supposes that you tried something that didnt worked. send us a screenshot. Im sure someone would help
please share a screenshot of what you tried. im sure someone can fix it
Hi you don’t have trigger once on the
Attack choice conditions so that list of waits could be being triggered multiple times while the collision is taking place.
I sent you the screenshots here on the page, can you analyse them and solve it in a dif project of yours, then send it? Thanks
all your screenshots feature the “wait method”. pelimpet proposed a method using timers instead.
unless you haven’t done the timer method. but then why did you say “thank you so much!!! Oh wait, it still doesnt work” ?
the “wait method” creates events that cannot be cancelled and is therefore clunky when using many wait sequences working in parallel (which is what you have done).
also… is your game in real time action? or is your game turn-based?
My game is turn based. I will try the timer suggestion and see if it works
It’s not so bad using a queue of waits with turn based but I still think a long list of waits should only be used with things like cut scenes …non interactive stuff
Try it with object timers …change the state and start the timer
Then state checks and timer checks. Each timer check need trigger once unless you use a number variable and count up through the steps.
You could put the whole lot of tweens and timings and animations in a database like an array.array.structure
And then if timer greater than moves[Attack][step].lengthofstep trigger animation moves[Attack][step].ani



