[RESOLVED] Damage from events passing above the player?

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BreakerZero

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I'm working on a "split pieces" boss where you have to engage the enemy four times (once for each quarter of hp) but after each round (or if you don't engage within a second and a half) the boss splits and you have to chase its pieces before you get another crack at doing damage. (+1 if you get what the boss is built against.)

Anyway, I have tried like two different approaches to the split - one at player level (but that only extends the fight due to roadblocked pieces) and the other above the player. Now to really nail the homage that I'm going for I want to check in my logic for the X and Y of a given piece (for movement only the X is important) and if the player is standing under the piece at the wrong moment incurs a set amount of damage for the collision. Any ideas?
 

Andar

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parallel process, but you need to add waits to prevent unneccessary lag as well as to prevent getting damaged sixty times per second.
 

BreakerZero

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That did it. Thanks again!

EDIT: As a heads up, it is still possible to dodge the pieces at the very last second... and it also doesn't account for your follower settings. So this obviously ain't foolproof.
 
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Shaz

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I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.



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