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?

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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Another problem is this will say that both players stomped on each other at the same time while neither of them may have even actually landed on the other, but rather walked into each other

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