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Post by Fornit on Aug 28, 2015 14:28:07 GMT
Hi, I am just starting out with core gamekit and have a very basic problem. I want to make a health potion work. I already have a player and an enemy killable collide just fine, reducing health from 100 to 99. So now i increased max health to 150 and created a health potion to increase health by 25 at its own death. If i pick it up it works just fine, increasing health to 124. However, as soon as i use "sync h.p." it breaks, both player health and the health world variable stay at 99. Best guess: Instead of actually syncing symmetrically, it just constantly overwrites the global health variable with the synced player health. Is this a bug or is it just impossible to update synced world variables directly? I could of course send an event to my playmaker player state machine on "potion death" but that wouldn't be nearly as pretty because it doesn't reduce the complexity of the player state machine at all... 
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Post by DarkTonic Dev on Aug 29, 2015 6:03:15 GMT
Let me guess, you are using your health World Variable for "starting H.P."? It's only the starting value, meaning that the World Variable is only used when the object (player) first spawns and never again.
There is a Custom Action named "Core Game Kit Killable Attack Or Hit Points Add" that you could use for health potion I believe.
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Post by Fornit on Aug 29, 2015 12:12:33 GMT
I just noticed you can just deal negative damage with the health potion on collision and that works just fine. Ouch  Thanks anyway!
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Post by DarkTonic Dev on Aug 29, 2015 13:08:08 GMT
Ok cool.
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