Snake Enemy Weakspot

I’m developing a game and wondering about how to add a weak spot to a series of shadow clones. More specifically, I’m trying to do something similar to Moldorm from the Zelda series, where the weak spot is at the end of it. I have tried creating objects that follow the second object (which is following the first), but am not seeing the weak spots. This code is from where I tried to have multiple weak spots, but I’ve decided just to do one main one.

I figured something out. I created two snake objects, one of which was made of weak spots and was a lower z-order. I set it up to be one unit larger (SnakeVar+1) than the main body. Additionally, bullets only work on the extra unit, since if a bullet collides with anything else, it just gets deleted without causing damage.

Also, the two snakes are linked to two different head-objects (one of which is bound to the position of the other head object), and use the exact same settings (frames apart, scale, etc.) aside from the +1 for the weakspot one.

Thank you for the neck exercise.

1 Like

Is it working? If so, please post a screenshot to help others.

IDK but the extension creates a variable named ShadowCloneOrder on the body objects with the closest object to the head given the value of 1.

As a test, I used the variable to have the final tail object point towards the previous object. You could check the variable when the bullet collides with the snake. My snake had 5 segments.

1 Like