bump
what?
what does peck mean.
ahhh okay.
I luv this guide! Hitboxes are pretty important in games so noice job!
Also bump.
BUMP
this could be done so much easier now with the player position detector!
i’ve been lazy lately so someone else can say how
Popping in over the Summer here-
Player pos would take the place of the trigger coordinate system, saving time and memory. Otherwise, the rest of the concept stays the same, ‘is projectile on player(did it hit a prop around them)?’
-Signing Off.
hmm i think ive actulley done this before but deleated the game as a didnt like it
There are two major flaws with this;
- You can’t make a prop completely invisible, (0 transparency).
- A full scale version of this could take up to roughly 70% of your memory.
Instead, if we used zones and activated 4 props with no collision that’s the size of the player, we could save a lot more memory.
now I’m confused. were there new updates?? I’ma check rq…
wow, I’ve missed a lot.
Which part of this is clay-institute? I’m confused on what’s the hard part about this.
What’s the goal with the hitboxes?
i’m pretty sure clay-institute doesn’t have to be hard, just like revolutionary problems in general (would make sense if it was revolutionary problems in general too, because sometimes, revolutionary things don’t have to be hard like scope and auo)
What’s the problem, though? I’m confused about what’s going on here. Like, what’s the revolutionary thing I need to do?
- ok apparently the definition of clay-institute also includes hard so nvm
- it’s meant to be a trigger coordinate system that activates props around the player (when a trigger gets triggered) so the player can break the props from what i understand (i have a peanut brain)
- well it’s outdated since now there’s a player coordinate device
ok, thanks!
You’ve sort of got the idea down. It was meant to be a live-hitbox system, using props to act as a hitbox for the player.
What do you mean by a hitbox?