x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Damage problem: 2 hits (or more) and knock back

Howdy guys!

I need a little help on a basic-noob question. I found some answers right there, but not solved my problem. Here it goes:

I have a Damage Bluperint, where I set a collision who will take damage from player when the charatcer touch it. Basically, I'll use on spikes and other kind of props (like these basic things).

So, I did a scheme to cast damage on my character. It's ok. But, when my character touch the spike (damage collision), it take two, three or four hits per time! Even when I touch a single time, I take various hits. I need, too, a kind of invincible system (for some seconds) after taking damage, but I have no ideia of how I can do it.

Here's a print of my Blueprint. I've made a kind of knock back, too. Please, help me.

Thanks! :D

Damage Blueprint

[2]: /storage/temp/65052-damage+problem.png

Product Version: UE 4.8
Tags:
damage problem.png (305.3 kB)
damage problem.png (305.3 kB)
more ▼

asked Oct 31 '15 at 05:10 PM in Blueprint Scripting

avatar image

yoraanny
5 3 4

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi man , seem you just want a timer to take only one hit in time. I dont see all the blueprint , so basically. Set up a Variable and pin it to a Branch, at the event damage you check the value of variable, if is 0 you continue applying the launch and the damage, in the end you set the variable to 30 (for example). If the variable you checked is not to 0, subtract -1 at the variable. and DO not continue with the script.

Placing a variable like this will prevent you from cast the damage too often,

more ▼

answered Nov 01 '15 at 03:12 PM

avatar image

Est_engine
1.2k 58 12 62

avatar image yoraanny Nov 02 '15 at 01:31 PM

Thanks man! Helped me a lot! Thank you very much. :D

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question