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Sackbot immunity?
Archive: 6 posts
I'm making a level where you control a Sackbot. There is an enemy that shoots fire at you, and every time that you get hit by a fire ball, your projectile sensor set to ten goes down. When it reaches zero, it destroys the Sackbot and ends your game. The only problem is that even with the projectile sensor on the Sackbot, if the Sackbot gets hit by the fire on a really strong impact, or if it gets hit twice in quick succession, it dies. How can I make the Sackbot immune to fire so that it only dies from the Destroyer? | 2011-02-01 22:22:00 Author: Leafy101 Posts: 154 |
you can set the sackbot on fire. that makes it immune to fire. | 2011-02-01 22:25:00 Author: slidedrum Posts: 189 |
Is there any other way? I really don't want the Sackbot to be on fire, unless the fire is invisible. | 2011-02-01 22:32:00 Author: Leafy101 Posts: 154 |
I made a few zombie experiments in which you use a flamethrower to not kill them directly but set them on fire instead (they die a few seconds later from that). The way I found to do it is to have a tag on the emitted fireballs and use a tag sensor on the sackbots to lethalize them (on fire) before the ball has a chance to hit them. You could do that as well, with an impact sensor added to it that unlethalizes the sackbot again; in theory it will then only be on fire during the time it can be harmed. It might be a nice visual effect too. | 2011-02-01 22:58:00 Author: Antikris Posts: 1340 |
i did not think of that! you could also have the projectile unlethalizes itself wen it gets close to the sackbot. and use the same hit detection method. also since the unlethalizeing animation for fire takes a while it might look like it never is unlethalized! | 2011-02-01 23:04:00 Author: slidedrum Posts: 189 |
Interesting idea. I will definitely try that! | 2011-02-01 23:11:00 Author: Leafy101 Posts: 154 |
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