Timeline for floating damage text in 3D
Current License: CC BY-SA 4.0
16 events
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Jul 1, 2023 at 14:47 | comment | added | Pikalek | That's the first time you mentioned the Enemy2 script & associated functionality. This is why complete, self contained questions are the norm for GDSE. | |
Jul 1, 2023 at 14:11 | answer | added | Cei | timeline score: 0 | |
Jul 1, 2023 at 11:36 | comment | added | Cei | @Pikalek Enemy2.gd in the screenshot, it is the same script as Enemy.gd but the only difference is that the defense variable is higher for testing...I just right clicked on the first enemy script, and selected dubplicate then edited the defense variable and then created a new goblin to which i assigned Enemy2.gd instead of Enemy.gd... If I attacked the enemy2 alone it showed the new damage, if i attacked more of them at the same time, it always shows the text damage of the first enemy to be hit | |
Jul 1, 2023 at 0:55 | comment | added | Pikalek |
damage & defense are set, but never changed, so I would expect all the labels to display the same amount. If they are changed, it's in some other script, which is a good example of why you should post a minimal, complete and verifiable example to concisely demonstrate the problem.
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Jun 30, 2023 at 18:05 | comment | added | Cei | @Zibelas sorry ill fix it | |
Jun 30, 2023 at 18:02 | history | edited | Cei | CC BY-SA 4.0 |
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Jun 30, 2023 at 18:01 | comment | added | Zibelas | It is important to always have all relevant parts to answer a question. And you should take a look how to set up github for a full project, those text files are so small, loading a single web page is loading more data than all your scripts combined | |
Jun 30, 2023 at 18:00 | history | edited | Cei | CC BY-SA 4.0 |
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Jun 30, 2023 at 17:58 | comment | added | Cei | @Zibelas I didn't update the player script on github because it only lets me load a small ammount of data. but I'll add the part where damage interraction happens in the question | |
Jun 30, 2023 at 17:50 | comment | added | Zibelas |
I have basically zero Godot experience, but even for all that it is worth, you are saying onhit is called by the enemy when it is hit. But nowhere in your enemy script are you calling onhit on the enemy. You are calling it on the player, so when the enemy is hitting your player, not vise versa. Your action combat script has no onhit function as well. So where exactly is Enemy.onhit(damage) called?
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Jun 30, 2023 at 17:28 | history | edited | Cei | CC BY-SA 4.0 |
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Jun 30, 2023 at 17:28 | comment | added | Cei | @Zibelas added the github but it's var floatingtext = preload("res://UI/floatingtext.tscn") | |
Jun 30, 2023 at 15:51 | comment | added | Zibelas |
This is still not the full code since it is missing the part where you define/ preload floatingtext . And it is still done as a screenshot and not as text.
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Jun 30, 2023 at 14:47 | history | edited | Cei | CC BY-SA 4.0 |
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Jun 30, 2023 at 14:10 | comment | added | Zibelas | And you create them how on hit? In addition you should use the code markup instead of screenshots. | |
Jun 30, 2023 at 13:56 | history | asked | Cei | CC BY-SA 4.0 |