Linking Pseudo HP and Regular HP [1/10 or 🟦]

not exactly, its just easier for this system to work with pseudo attacks than real ones, as they can easily be checked for if they miss, in game projectiles have trouble doing that.

How do pseudo attacks work?
Like, is it just broadcasting : Epi uses EARTH SMASH
and then it damages enemy, while there accually are no UI elements present?

yes, but you can check if it misses like for example: lets say earth smash is a melee attack, you can check if that attack missed with a tag zone device.

Remember, animated moving target system.

even more confusing.
so are u saying, like, if there are 2 people in arena, then
they can hit overlay, and it damages enemy, but only if u are tagging them?

also wat

Barriers could block most of the Gim’s view to fire, but still allows them to.
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  1. Come on, come on, gimme ‘Nice Topic’, please ↩︎

gims view to fire?

also how do you do the […] thing again?

pic

Unless that it is guaranteed the player won’t miss this won’t work.

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It will work.

That combined with post 15.

What if the player dodges the bullet?
Why would you want to freeze the player?

Players can’t dodge while freezed.
So they can’t dodge the projectile.

Why would you want the player to not be able to dodge. This would most likely frustrate the player and then they wouldn’t player your game again?

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The player could still move when the target is not on them, but the player who’s firing would have to act quickly.
It’s also a self-moving target, uncontrolled by the player.

idk.
either you aren’t explaining well, or this is very very specific to when it works.

Do you want me to make a detailed guide on it?

Pseudo-BUMP

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PLEASE explain this to me: WHAT THE HECK does this “Pseudo-” whatever mean?

It allows you to “track” if and how the HP bar is interacted with, be it connected to the proper systems.

Psuedo as in fake, it mimics existing Gimkit mechanics. while most of the time making it better than the original mechanic and giving more control over it.

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