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OK scratch that last post. the attack hitbox was not overlapping the object which is why it did not do the trigger. when the hitbox does overlap it, no matter what i ask it to check for, it ignores it. i am too far setup to just scrap how this works and honestly there is no reason it shouldn't work. is there truly no way without a fastloop to compare values between the overlapped objects without it only applying to one on screen or spreading it across all of them or even resulting it the comparisons to be completely ignored?
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Dont you worry.
Ok so let me see if i got this right:
- You have multiple Objects in your Frame.
- Each Object has a Collision Hitbox and an Attack Hitbox attached to it.
- You want an Objects Attack Hitbox to only affect other Objects ( or Objects Collision Hitboxes? ) uppon collision.
Is this correct?
In the Event Editor, how are you attaching your Collision Hitbox and Attack Hitbox to the Objects?
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the IDs for every hitbox are stored in an array and by comparing the object's array position to that of a master object, it positions accordingly to it. no fast loop used so the game is running great with lots of these on screen despite how many objects there are. since it works this way they are all sharing an ID value as alterable value U, which is the Y position of the array table.
when the attack hitbox is overlapping the damage hitbox, it is just checking if the damage hitbox has a flag enabled and if the two objects have different value U's which are the ID.
changing the order of the events drastically effects what happens but in no result does it every properly just check the ID's just right.
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So all individual Objects and assosiated Hitboxes have the same ID value, right?
If so, i dont see why it shouldent work really.
What kind of Action are you applying in the Colision Event?
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Try this and see if it works. It doesnt solve your problem, but might help figure out whats wrong:
If AttackHB is overlapping DamageHB
- DamageHB add 1 to Alterable Value A
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that alone works, trying to make a comparison with the overlap is what makes it no longer work in a way that makes sense.
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I think maybe i know what the problem is.
Could you try to explain your Overlap Event in detail, or write its pseudo code?
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( ATTACK HITBOX ) Flag 2 is Off
+ ( ATTACK HITBOX ) is overlapping ( DAMAGE HITBOX )
+ ( DAMAGE HITBOX ) ID <> ( ATTACK HITBOX ) ID
this is what is currently providing the best result although it is still not properly making the comparisons
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But you said the Objects IDs were stored in an Array correct?
Shouldne there be any refferance to the Array in the Condition above?
When you say ( DAMAGE HITBOX ) ID and ( ATTACK HITBOX ) ID, are you reffering to their Alterable Values?
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that is the values on the objects. trying to pull a comparison to an array with multiple instances just doesn't seem to work.
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If Attack Hitbox Flag2 is OFF
+ If Attack Hitbox is overlapping Damage Hitbox
+ Damage Hitbox AlterableValue ID_ <> Attack Hitbox AlterableValue ID_
So this is whats not working?
And you are sure all Objects arre assigned IDs corretly?
And your not using an Array at all now?