The setup in my demo was simplified and not perfect.
The final setup would have to be customized to the map where it was used.
But since you are asking, I tweaked the demo to fix the things you were wondering about (attached).
I had the trigger rectangles set too narrow (so you could walk around them) but setting them to a circle with radius of 4 won't work in a game: the player will activate the event before they actually jump off the ledge. So if they walked up to the ledge and then left, they would trigger the 'death' event the next time they took any damage. The appropriate trigger size for my demo would be a rectangle 4x1. Trigger sizes are simple once you see how they work. Attached are some pictures that should help.
The health-drain/screen-flash are the standard effects when you walk on a 'pit trap'; the whole lower floor is made up of 'pit trap' map Pieces. Because you were able to walk to the side and avoided my 'activator' trigger (because it was set too small), when you fell down you were just taking regular damage from the pit-trap type map Pieces.
The player can walk on top of the invisible 'Dummy' objects. It was probably confusing because, after the initial damage, the event raises the invisible Dummy Object so you're standing on it instead of the 'pit-trap' floor. The Dummy Object wasn't big enough to cover the whole floor so when you walked behind the sign, you were actually walking off the Dummy and stepping onto the Pit-trap floor. In the updated demo (attached) I replaced the Dummy with a semi-visible 'Magic Seal' Object which should be big enough to cover the whole floor. You should be able to see what's going on better now.
I can help you with the specific setup in your game if needed, when you have the map prepared.
You technically have to damage the player for this setup to work, but you can instantly undo the damage in the same event. Not sure if you can avoid the red screen flash made by the pit-trap damage. It might not trigger because of the warp.
The final setup would have to be customized to the map where it was used.
But since you are asking, I tweaked the demo to fix the things you were wondering about (attached).
Quote:Really impressed. However... For the jump down to death area, i jumped more to the left and landed on a far left square, which for some reason started to drain my hp by the second and left me alive.
I had the trigger rectangles set too narrow (so you could walk around them) but setting them to a circle with radius of 4 won't work in a game: the player will activate the event before they actually jump off the ledge. So if they walked up to the ledge and then left, they would trigger the 'death' event the next time they took any damage. The appropriate trigger size for my demo would be a rectangle 4x1. Trigger sizes are simple once you see how they work. Attached are some pictures that should help.
The health-drain/screen-flash are the standard effects when you walk on a 'pit trap'; the whole lower floor is made up of 'pit trap' map Pieces. Because you were able to walk to the side and avoided my 'activator' trigger (because it was set too small), when you fell down you were just taking regular damage from the pit-trap type map Pieces.
Quote:The second area i couldnt fathom though, at map piece 20 87 i would walk over it and take damage .... For the jump to damage event, i jumped down, got damaged and wandered to the back of the sign, and again started getting my hp drained by the second. This would only trigger if i moved into the squares behind the warp sign, if i moved back to where you'd normally land after jumping, the drain was removed, if id step in it would drain again.
The player can walk on top of the invisible 'Dummy' objects. It was probably confusing because, after the initial damage, the event raises the invisible Dummy Object so you're standing on it instead of the 'pit-trap' floor. The Dummy Object wasn't big enough to cover the whole floor so when you walked behind the sign, you were actually walking off the Dummy and stepping onto the Pit-trap floor. In the updated demo (attached) I replaced the Dummy with a semi-visible 'Magic Seal' Object which should be big enough to cover the whole floor. You should be able to see what's going on better now.
I can help you with the specific setup in your game if needed, when you have the map prepared.
Quote:whilst on topic, would i need to actually damage the player or just initiate the warp to map for it to work?Being a Chaucer fan, I like people who say 'whilst'- you're my 'hero of the week' :)
You technically have to damage the player for this setup to work, but you can instantly undo the damage in the same event. Not sure if you can avoid the red screen flash made by the pit-trap damage. It might not trigger because of the warp.