Need help with receiving Event RadialDamage and AnyDamage
I've got an issue where a missile actor that deals radial damage hits a space ship actor that is controlled by the player and it triggers both the event damage types meaning it takes double the amount of damage. both these print strings go off when the space ship is hit.
Is there a way to make it just trigger event radial damage and not fire off AnyDamage? How would I go about setting something like that up?
asked Aug 14 '19 at 08:56 AM in Blueprint Scripting
So i sort of got it working I guess.
Since the damage coming out of the Radial Damage Node and the Any Damage node is the same I just wasn't going to take the damage float from it and only take the instigator so i could credit kills properly.
I'll need to make a way to check if it's the player's own missiles that hit them though now so they take a kill away instead of giving you points for killing yourself haha.
This took way to long to figure out though. i was pulling stuff apart and together again getting all sorts of weird results. Hope this helps someone.
answered Aug 14 '19 at 03:18 PM
What about in Event AnyDamage check damage type? When dealing damage, set a damage type you need, and then on AnyDamage event check only damage type you need.
answered Aug 14 '19 at 09:45 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here