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Post by baroquedub on Jul 9, 2017 21:59:44 GMT
Using Death Triggers: HP Death Mode 'Collision or Trigger' (with Allow Non-Killable Hits) on my Killable bullets (Death prefab spawns some sparks)
- is there any way of doing death on Collision only, not trigger?
I'm finding my bullets are being stopped by functional triggers around my scene.
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Post by DarkTonic Dev on Jul 9, 2017 23:31:02 GMT
You could subclass Killable I suppose to change the way it behaves, but no, not out of the box.
I think you need to do some Layer work, and make sure that things you don't want the bullet to "trigger death" from don't actually work on it. i.e. put them in layers that aren't in the layer filter of the bullet Killable. It should then ignore those.
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Post by baroquedub on Jul 9, 2017 23:43:53 GMT
Thanks, I'd tried that but was still getting bullets hitting the triggers. Must be something wrong with my physics layers. I'll investigate further
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Post by DarkTonic Dev on Jul 9, 2017 23:56:58 GMT
You can turn on the Log checkbox on that Killable and get a lot more info about what's working and not working in the layer filters and stuff like that. That will probably help.
You're saying that some things are killing your Killable that you don't want to, correct?
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Post by baroquedub on Jul 19, 2017 20:13:43 GMT
Got it figured out I think. I'm using a world streamer asset called SECTR which divides a large environment into different scenes and loads them additively. Turns out that each SECTR's bounding box (although it's just a gizmo) acts like a Trigger on Killables. As you suggested, I just had to set them to an appropriate layer.
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Post by DarkTonic Dev on Jul 20, 2017 2:21:58 GMT
Awesome. Yeah that's a great looking asset that we just never had the need for in our games, but maybe the next one!
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Post by baroquedub on Jul 20, 2017 8:38:05 GMT
Sadly I'm not sure I would 100% recommend it. Bought it in a sale, trying it out on the current project... there's some great functionality but enough little issues that just make it hard to work with. I think the proof of an asset's usefulness is whether you would use it on your next project, and I'm really torn about that. I've currently got two open world projects on the go and I'm still really not sure if i'll bring in SECTR on the second one... Not like CoreGameKit which really is such a joy to use and gets used on everything I make. Can't say this enough times, this is an absolute gem of a system. So well thought out and flexible. Performant and apparently bug free! How do you do it?!!!
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Post by DarkTonic Dev on Jul 20, 2017 15:44:12 GMT
Experience, built up skill and a lot of luck. Haha. Just built what we needed and kept adding on.
Thanks for the info.
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