- Apr 3, 2020
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I noticed that when the player holds down the alt button he can go through any collision. How to get rid of this?
I might add that...
in skill settings, you can write:
user speed inc 3
user speed dec 3
and it's woking fine, right up to the moment when your attack been canceled. In that case speed do not reset, and you become SUPERMAN. I probably look in the script and fix it for myself, but it's a pain.
Also you can't add invincible cooldown, when player get hit, and do not take damage some time(Or you can? I did not found this option)
You don't have options to walk through enemies. I have to make all enemies below player, but this is a very crooked decision.
But won't it be the same as through?
I don't want enemies walk through the walls but player can walk thruogh them, that's all.I'm not really following. You want to be able to walk through enemies without them acting as physical colliders yet still retaining their colliders for other interactions such as talking or getting hit with abilities right?
This is done with interaction colliders as opposed to collision colliders.
Ok I figured it out. Not sure if this is the most efficient way but here is the solutionI am struggling with the QSight plugin... when an event "sees" a player I set up a self switch for it to take an action. It does part of the behavior i.e. I set it to move towards the players when spotted which works but it never executes any of the trigger code properly... i.e. if I run it as a parallel it keeps firing the event until i leave the line of sight or if I use auto, it locks the player. Whats the proper way to hook into the trigger contents of an event for QSight?
That's basically what QSprite is: https://quxios.github.io/plugins/QSpritediagonal charsets & unlimited animation frames