@Ian_is_a_yay is completely correct, but you also might want to check out some of these topics discussing if we can track fragility with what we currently have (warning: it’s pretty advanced).
I have been thinking about this concept for a while, but I haven’t figured it out. If you haven’t heard of fragility here’s the update:
If we figure out how to pseudo-fragility we can make more “smash” like games with damage overlays. Like this:
[Smash Bros Example]
Image Source
Regardless, it is still difficult to recreate knockback without using fragility in the map settings. So how could we do this? We can use lots of teleporters in a small room and do a lot of math using blocks or some…
Seeing as detecting hits is something we’re trying to figure out and pioneer, I took it upon myself to try and figure out a way to do this.
I haven’t actually fleshed it out in GKC, but I DID make this rough diagram.
[Untitled (36)]
Here’s my idea of how a player-detection system could be made using props that are destructible when active.
Each prop is a unit. The player would be one unit, so since 1 player = 1 trigger, then the size of the triggers should be equal to the size of the props…
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