Combo scoring with multiple hits to dead actor

ZombiebrainsZombiebrains www.zombiebrains.co.ukMember, PRO Posts: 296
edited November -1 in Working with GS (Mac)
Hi folks

I have a question,

I have a series of actors that appear on screen...when the actor is shot the main graphic disappears and the the remaining dead body (same actor but it fades out) falls to the floor and eventually off screen.

I would like it so when the player keeps on firing and hitting the dead body a combo is started and counts how many times the dead body is hit before it goes off screen. The game need to keep the best combo score as a multiplier against how many actors were killed.

I already have a 'POP' graphic that is displayed over the actor as it is hit and this is displayed each time it is hit.

I have graphic called 'Combo_text' which appears on screen as soon as a combo chain is started and I need a number like 'X1' or 'X2' displayed next to it...obviously the number would represent how many successful hits the body takes as it falls...

Is this possible and is it easy to implement?

Thanks guys

It takes a Zombie to know a Zombie!!!

Comments

  • ZombiebrainsZombiebrains www.zombiebrains.co.ukMember, PRO Posts: 296
    Hiya,

    If anyone knows how this would be achieved then that would be great.

    I think I needs some sort of attribute and timer but not sure how to do that...

    Any help would be appriciated...

    It takes a Zombie to know a Zombie!!!

  • old_kipperold_kipper Member Posts: 1,420
    You need to separate the hits before death and the hits in the new state before it goes off screen. At the same time you switch the graphic add a rule which then counts the hits to a your multiplier attribute. If this is a game or (possibly a scene attribute), it can also be referenced by the actor that displays the 'combo text'. The combo text actor can have rules that change its graphics bases on the values in the multiplier attribute.

    These are pretty standard types of logic and should be easy to put into practice. Hit the cookbook and videos a bit more and you'll find yourself kicking this out without many problems.
  • ZombiebrainsZombiebrains www.zombiebrains.co.ukMember, PRO Posts: 296
    Hiya Old Kipper

    What attribute do i use to set up the multiplier...integer, real or index

    How do i get it to count each hit and then display it as a text on the screen?

    It takes a Zombie to know a Zombie!!!

  • old_kipperold_kipper Member Posts: 1,420
    an integer if its a whole positive number. and the count hit would be something like

    rule self.image contains pictureofcorpse and overlap/collide with actor hugetinofbeansweapon

    change attribute game.scoremultiplier to game.scoremultiplier+1

    If there are any issues with rule adding more than one due to a lag in the 'death' of the incoming attack or whatever it is, you could add a timer or put the score multiplier in the attacking actor but make the score multiplier add rule conditional on a game boolean set by the death state.

    if the display actor just changes is graphic in rules based on the multiplier count...

    Rule if game.multipliercount=0 graphic 1 etc

    hope that helps

    kipper
  • ZombiebrainsZombiebrains www.zombiebrains.co.ukMember, PRO Posts: 296
    Hiya Old Kipper

    Thanks for the information...i'll implement that and see what happens.

    Thanks for your help

    It takes a Zombie to know a Zombie!!!

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