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Secondly Damage

Hey i want to make secondly damage, if the player enters a trigger volume. This is whats it looks like

alt text

Product Version: UE 4.10
Tags:
secondly dagame.png (280.9 kB)
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asked May 08 '16 at 06:56 PM in Blueprint Scripting

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Ouley
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avatar image thankstipscom May 09 '16 at 07:52 PM

i dont think people understand what you're asking.... I don't. Maybe try and word the question differently.

avatar image Ouley May 10 '16 at 07:21 PM

Ok i will try:

I have a Game and I want to make it, that the Player has 100 lives or something and when he walks into a trigger Box around a fire or something,that he gets removed 5 lives per second.I can make it only, that it removes 5 lives every time the player enters the trigger box.

avatar image thankstipscom May 10 '16 at 09:14 PM

Thats better explanation

avatar image thankstipscom May 10 '16 at 09:14 PM

Try this: (obviously use your trigger box on the overlap.. i just used a random mesh)

alt text

overlaptrigger.png (148.4 kB)
avatar image Ouley May 11 '16 at 06:00 PM

alt text

I did it like you nothing is happening :/

ue4leben.png (228.6 kB)
avatar image thankstipscom May 11 '16 at 06:43 PM

Disconnect the End overlap. Just see if the timer continues to deplete the health after the initial overlap. See if just that works to start.

avatar image Ouley May 11 '16 at 06:06 PM

And maybe you can show me how to make a lifebar with this kind of lifes. It would REALLY help me out!!!

avatar image thankstipscom May 12 '16 at 05:26 AM

sure its easy... but get the deplete working first.

avatar image Ouley May 12 '16 at 03:31 PM

yes it works

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I didnt really pay close attention before. didnt realize you were doing this in the level blueprint....the health variable should be in your character blueprint,

it should look more like this:

alt text

realistically, you should have a server function in the char blueprint that does the deplete health. At the end of the that function each time it depletes it should check if the health is less than or = to zero... if so, then run the "kill player function" Makes it easier than trying to manage health depletion in two separate parts.

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answered May 12 '16 at 04:25 PM

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thankstipscom
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avatar image Ouley May 12 '16 at 05:17 PM

Im sorry but i cant find the deplete in my charBP

avatar image thankstipscom May 12 '16 at 05:24 PM

you wont have it by default. I created that as a function. In your own character blueprint, create a function. In the function put the health -5 then reset the health. Then in the event graph create a server event and call it DepleteHealth_server (or whatever you want). Then make that server even run the DepleteHealth FUNCTION

then in the level BP you can drag out and find the deplete health server event you created.

avatar image Ouley May 12 '16 at 09:36 PM

Can you send me pic pls? i dont understand it completely. Sorry for my dumbiness

avatar image thankstipscom May 12 '16 at 11:30 PM

this stupid thing deleted my comments. Answerhub sucks. anyway, look at the pics.. should get you going. It works in mine.

gettinghit02.png (284.6 kB)
gettinghit03.png (43.0 kB)
gettinghit01.png (204.6 kB)
avatar image thankstipscom May 13 '16 at 12:18 AM

once you have that working, take a look at the radial damage node. you wont have to worry about specify which actors to damage, it just applies damage to all within range.

You should also look into putting all of this into a blueprint actor with a collision box instead. That way you can drop them into the level wherever you want multiple times etc...

alt text

flamesbp.png (441.1 kB)
avatar image Ouley May 13 '16 at 03:19 PM

Hm. It says overlapping and i get the damage but there isnt anymore...

avatar image Ouley May 13 '16 at 03:19 PM

I dont know what i have made wrong i did it just like you

avatar image thankstipscom May 13 '16 at 03:30 PM

post what you have.

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