Syntropy
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| Joined: 16 Mar 2009 |
| Total Posts: 2272 |
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| 23 May 2016 11:09 PM |
Remaking my own version of COD zombies. Zombies spawn, break down barriers, then hop through the window entering the player's area. The player has the option to then kill the zombie and repair the barrier. How should I aesthetically go about this?
My original idea/ experiment was to create invisible hit boxes. Have the zombie spawn, target a hitbox zone where the barriers break, then climb through and kill players. The player could stand in their own hitbox zone and repair the windows. The only thing is there's not a clean way to tell when something is touching their hitbox unless I go for the easy answer and just script if someone is between two positions. Or is there a better method? |
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Syntropy
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| Joined: 16 Mar 2009 |
| Total Posts: 2272 |
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| 23 May 2016 11:23 PM |
| Whenever I make a post it's a ghost town. |
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Syntropy
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| Joined: 16 Mar 2009 |
| Total Posts: 2272 |
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| 23 May 2016 11:44 PM |
TL;DR Should I use hitboxes to determine if a player is close to something? |
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Ben1925
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| Joined: 07 Apr 2011 |
| Total Posts: 741 |
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| 24 May 2016 09:24 AM |
| Well... I really don't get what you're trying to say here (because I'm a bit tired) but I suppose? I mean, hitboxes are what they are... If you mean touching something, Roblox already has the collision physics. You just need to check. |
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Syntropy
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| Joined: 16 Mar 2009 |
| Total Posts: 2272 |
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| 24 May 2016 09:30 AM |
| I made a thread today talking about it. You're surfacing stuff from yesterday. |
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Ben1925
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| Joined: 07 Apr 2011 |
| Total Posts: 741 |
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| 24 May 2016 09:31 AM |
| Oh? I didn't notice. I apologize. |
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Infocus
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| Joined: 28 Apr 2011 |
| Total Posts: 8022 |
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