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.
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?
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
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)
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.
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
That sounds perfect! let me cook something up real quick even though I’m not very good at coding…
here we go! I filled in some obvious blanks and that’s about it, though.
There would have to be some sort of delay and there is no proof that the player is actually falling so it may not be consistent.
- a amongus kill button should do this if it is top down.
- coordinate devices can do it if u are in platformer, though, it is gona be complicated
- isnt this a help post?