AriesGames
Member
Hello everybody, I know this is a dumb one but you guys can think of things in ways I can't...
I have this health "system" (it's not a system, yet) created that does this...
I know why the health is draining too fast, because each time there is that collision it drains one per step.
(Which is way faster then what I want...)
I thought of many ways how to limit the collision. Many didn't work...ended with the same result.
Now, a timer would clearly work. No matter if there is collision it waits for the timer to reach certain values too.
But, I don't want to use a timer (only if that's the only way, which is not).
Others ways that would work, I can not see...
Thanks for the help.
I have this health "system" (it's not a system, yet) created that does this...
Code:
//create event
var health_player; //bla bla
health_player = 4; //for example
//step event
if place_meeting(x,y,obj_enemy)
{
health_player -= 1;
}
if health_player = 0
{
instance_destroy();
}
(Which is way faster then what I want...)
I thought of many ways how to limit the collision. Many didn't work...ended with the same result.
Now, a timer would clearly work. No matter if there is collision it waits for the timer to reach certain values too.
But, I don't want to use a timer (only if that's the only way, which is not).
Others ways that would work, I can not see...
Thanks for the help.