Every 1 Health substracted then Play destroy animation for a specific Heart Right? Since you did the same set up again every "Health Check" separate on his own Event I take it as you wanna do Juniorasmj One thing I can understand why you like to create extra events, is it really necessary? If it is not then the function wont run and wont bug your project in the process. So, after the wait 0.9 seconds - we call the function 'tumble idle' or whatever you want to call it and part of the condition is that the player's life is >0. The major benefit of this is that when that function is called we can once again check with new conditions. Whenever you want to use the wait X, instead of simply adding more events to the chain afterwards we can call a function instead. 'Functions' are events that sit there until they are called into action (using the call function action). ![]() The problem is exactly as you have said, once that event runs - conditions can change but since the event block has already started it wont stop and can cause all sorts of issues (I know this from experience, my first game was a mess and insane to debug ). The 'wait x seconds' is so powerful for creating long event blocks for beginners but it looks like it is time for you to graduate and start using functions instead.
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