Wassup forumers? I’ve been trying to make a rolling ball that will crush the player if it reaches them, and they have to run from it if they want to live. I’m using a blastball with a bunch of sentries behind it, who propel the ball towards the player. I’ve gotten that handled, but i still can’t figure out how to make the ball knock out the player. anyone got any ideas?
Not possible currently, since the Blastball has no way to damage and can only be used for scoring.
If you want, you can make the gadget used to kick the ball to damage.
yea, but the gadgets are fired at the ball, which is in between the player and the sentries
Then if it’s between the player and the ball then why not use that?
And are the sentries going to kick the ball as well, or damage players?
Cab U elaborate on this?
Then if it’s between the player and the ball then why not use that?
And are the sentries going to kick the ball as well, or damage players?
Are the sentries going to kick the ball or damage the player with its gadget?
lmao moyai
Like Treearrow87 said, Blastballs have no way to damage players. Instead, you could use a simple trigger animation using a circular barrier, and zones that damage the player that appear and disappear in time with said animation.
I think this MIGHT be possible, no matter what y’all say…
I cant get pictures right now, but you can use a ball capture zone with respawn turned off
once the ball enters the zone, check if a player is in a normal zone then reset them if they are…
well JHAN has got u lol but it kinda uses the system I suggested :P.
Search before you post.
Check that topic or search Psuedo ball in the search bar, theres been like some decent amount of topics on this, I’m sure you can find a solution that works for you.
But as you see in the image, it will use lots… lots of memory.
Please Tell me more…
It still applies to the same, just change how big the ball zones are.
So, uh, overall it’s pretty simple. Just animate the circular barrier using one of the trigger animation guides we have, and use the same animation strategy for moving the zone alongside the barrier.
It will still work, in the image you can see a total of 12 zones, each zone is correlated to a trigger. Just adjust the amount of zones to the size of the hallway, just make sure that each zone is to its corresponding trigger. I mean if your using it in a hall way its better to use an animation like potato said.
If your making it like those traps of the giant boulder that trys to crush you, use potato’s idea!
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Yes! But the problem would be making it go toward the player but we can work on that on the c@nva.
Don’t forget to mark jhan as solution!
Thank you all for the suggestions.
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