Stomping Players?

So, I have a problem. I want to make a game where stomping deals damage. But I don’t have a way to do that, because I tried using zones where if a person is in the zone above someone else, damage is dealt. It didn’t work. So now, I want to try something else.

Also, if create a system for it, we could probably try to find a way to make it memory-efficient.

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weird tag zone stuff maybe? thats my only idea for now, lemme think rq

Would that deal damage though?

Probably the damage device

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Maybe you can do something with the coordinate device?

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oh wait you want it to do a certain amount of damage, not to KO?

This is weird…why not try a damage zone in certain parts of that zone, so mab it’s a 50 50. You don’t have to do that, but it’s an idea. :slight_smile:

yea this is probably it,

if player 1’s x = player 2’s x AND player 1’s y is like 10 more than player 2’s y it could do damage?

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Wait, wouldn’t that look like somebody taking dmg mid air?

Mab a switch teams zone, and it switches who can be damaged every so often?

Is this more of an AOE attack? [1]

If so, kosmo made a guide on this.


  1. AOE means Area Of Effect ↩︎

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It could do damage, but it depends on how many blocks they fell. If they fell 3 blocks, it would do x3 damage. AKA, 9 damage.

so you would have to detect multiple times

Gotta leave, sorry…

e ok, ping me when you’re back ig.

You’d want to use the fall damage guide then, and adapt it to your needs.

If a player’s y position is lower than it was 0.2 (any small number) seconds ago, set a variable called fall_start to player pos. Then continue checking if the player’s y pos i lower than it was 0.2 secodns ago until it isn’t true. Then compare the new position to the old position to determine how much damage to do

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If | P1 y = P2 y AND P1 x - P2 x is equal to or less than 5,
do | broadcast on (channel name)


layering dosent affect mechanics it only affects appearence
what you would need here (for platformer) would be
a fall damage and pseudo tag system both of which i think you would find very complicated
so i suggest using an overlay button activating a tag zone for a second then turning it off after 1 second or less
it’s much simpler and within less memory consuming because fall dmg and pseudo tag system combined together takes a decent amount of memory and effort
(modified ofc)

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You’d have to do |P1x - P2x| is equal to or less than 5, otherwise it would mark as true if player 2 is further right than player 1.

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