Pseudo-Gadgets Research

So I wanted to know how to fire pseudo projectiles on a pseudo gadget.
One thing I have learnt from my preliminary testing was that in topdown, on mobile or on laptop (maybe as I am a mobile user) wherever you tap the player moves in the specific direction.
Now I have thought that if we detected the movement and put it into an equation, we could make a property that stores a list of coordinates that if another players pseudo hitbox coordinates are in the list of the hitbox, we use a damager to damage the player.

Usages:

I can be used to fo all sorts of projectile manipulation such as reversing the attack or homing projectiles.
Also hit detection! Yay!:tada:

Example

So when the player moves right 1 tile it their coordinates would be 1,1 then 2,1. So now, using this we can use that to find that the angle would be 90 degrees. So using block code, we make a property list of the coordinates by getting the degree and adding a new line of property for where it has traveled.
So if we use a get text code block, we can use the property to check whether if the enemy or player was hit. If hit, we can send a channel to the damager and damage the enemy.

For people without knowledge of coordinates, It is X first then Y so 1,2 would be 1 tile to the right and two tiles up.

What I can’t work out.

How to make it have flight delay:

Flight delay is just like not just making a list in a tick, but making the list of coordinates over time to make sure the enemy has to actually move. I thought about integrating trigger loops that refresh at the speed of the projectile and making it add a line of coordinates each time it refreshes.
How to get make it visible:
This is to create an effect of where the projectile actually is. So it wouldn’t look like random damage.
How to detect if there is a wall and stop the projectile.

I am a new forums user so inform me of anything I did wrong. Thanks

5 Likes

So… you’re thinking of damaging by moving? Sorta like melee stuff?

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It can also be a projectile but I’m not sure how to limit the distance it hits.

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Like a stationary turret?

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I mean one that detects whether the targeted player is in a zone, then damages according to the player’s position, while firing a laser in the process.

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No, like it works as the player moves then a list of coordinates is made and if any other player is in that list of coordinates, it damages them.

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Also

From what I know, hitboxes haven’t fully been figured out yet.

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Well there is a coordinates device.

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E.g.
This is the list of coordinates it travels through
1,1
2,1
3,1
4,1
And if the players hitbox or coordinate is in the list, they get damaged.

Oop first day limit reached.

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Yeah, but i thought coordinate devices only detected your position, not others

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No I think you can use it to detect other players, but I don’t know how to use it fully.

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getting back to that turret idea; What if there are triggers surrounding the “turret”, when someone steps on one it activates a specific set of lasers to oof the player.

The reason I’m not using zones is to give the impression of firing a gadget.

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But that also could mean you need to add a lot of triggers.

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1.you can use coord to detect other players, just let them also transmit a channel and connect to a non global property
2. There is a guide on just detecting distance using coord, you dont have to store list of coord

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Wouldn’t it be 1,0 2,0 3,0 4,0 until you go up one y

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That all depends on the radius of the turret, really.

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So you want it to make a trigger sound?

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no, I meant that the triggers could help determine where the player is, although there is probably a more memory-efficient way to do that, but I’m horrible with gimkit mechanics so idk how :\

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If there is a larger radius, a player coordinates device could be used.

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The method for freezing the player is possible but how do we link it to pseudo projectiles when the idea is to use movement to fire.

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