Boss making help?!

eliehangeliehang Member, PRO Posts: 105
edited November -1 in Working with GS (Mac)
I'm working on a boss that has 2 hit spots. they're both constrained to the boss image.
My question is? How do I destroy the boss image after the 2 spots hit points are down to 0?

Comments

  • butterbeanbutterbean Member Posts: 4,315
    You create 2 different game attributes, say "Boss leg" and "Boss Torso" and make it integer: 2 for each part,(you can create as many hits as you want) and create a rule within each of those extremities, when those extremities are struck, to minus 1 health point (in each one)

    Then to destroy boss create Rule: (ALL)

    When attribute boss leg=0
    When attribute boss torso=0

    Destroy this actor

    Animate how you want him destroyed

    I think that's one solution.. let me know if this works!
  • eliehangeliehang Member, PRO Posts: 105
    thanks butterbean! Let me try it!
  • eliehangeliehang Member, PRO Posts: 105
    I tried, it didn't seem to work too well or maybe I'm not doing it right.. is there a way you can post it so I can get a clearer way of how it works?
  • butterbeanbutterbean Member Posts: 4,315
    Are the actors separate for the Boss, the 2 areas? Or are they part of the boss?

    I thought that solution would work, but perhaps someone else who has done this would know...
  • eliehangeliehang Member, PRO Posts: 105
    they're seperate actors because I wanted to make the torso use a box for a smaller collision. and the head would go invincible at times. But I'm trying to focus on making the boss destroy when those 2 actors are destroyed. Kinda like how tshirtbooths 2 target tutorial video is. but after they both hit 0, he's gets destroyed also. Was your way only using one actor?
  • butterbeanbutterbean Member Posts: 4,315
    I've never done this before, so I went off what I would do, did you download Tshirt's project?

    And Did you make separate attributes for the different pieces of body on the boss?

    And then in the "main boss" put when those attributes health =0 destroy the actor, and that didn't work?

    I haven't done this yet, but I'm sure you're getting close
  • eliehangeliehang Member, PRO Posts: 105
    no I just looked at the youtube video. yes I have separate attributes for both of the pieces. Are those attributes for the boss in a rule or just attribute change?
  • butterbeanbutterbean Member Posts: 4,315
    I would think you would make those attributes global so the boss can also track them, then within each actor, both the pieces and the boss, put a rule, when both attributes equal zero, then destroy the boss (this is assuming you don't want to destroy the pieces until both have been hit twice)
    So try tracking the health attributes with all the actors, the 2 pieces, and the boss, and destroy all of them when both attributes health=0
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I would create one global integer attribute called bossHealth. In the leg target I would say when collides with bullet change bosshealth to bosshealth-1. Then in the head target I would do the same thing but make it bosshealth-2 so that head shots are worth twice as much. Then in the boss image actor have a rule that says when attribute bosshealth=0 destroy this actor. (I would also put this destroy rule in the two targets as well) Then all you need to do is set the bosshealth game attribute to whatever you want. The higher the number the harder to kill.
  • eliehangeliehang Member, PRO Posts: 105
    haha! got it! thanks butterbean and scitunes! I'll be sure to give thanks!
  • butterbeanbutterbean Member Posts: 4,315
    Cool! How did you end up doing it?
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