w and x to rotate, a to fire and y to go forwards.The enemy is supposed to regain their health when it gets to left or right object.But when i move
it stops regaining it’s health.What could be causing that you think?I am using a navmesh and the steering actuators for part of my ai.
I don’t get why you need it, but I would use a invisible object collision to do(add health when touching) or not do (add health all the time unless touching)
or use python and X’s or Y’s etc
TargetX=CenterBoundry.worldPosition.x
own.worldPosition.x and own.worldPosition.y to copy to
own["X’]=own.worldPosition.X
if distance X-X1 greater then Max ----------------------------------add to transation
so you can do it with logic or python or a collision
I would NOT use a near sensor, use a vision cone, as near sensors use much more resources then two colliding planes
for the vision cone or the collision with property in a invisible ghost cube?
and I did not mean anything negative about how I didn’t get why you need it bit… I was referring to the part about the ship healing, I just don’t understand the game play mechanic yet,
attached is a .blend for the colliding with an invisible object giving health,
hit space to destroy the platform that the cube lands on, moving the “health receiver”
out of the "Receive health Zone "
They are robots that hoover above the ground actually.You see your player robot from up in the air and also the enemy robots.I am going to make a maze for the robots that you can explore.When i am done.The robots sort of act like people in that they dont want to be destroyed so they heal up when they hide.Why they look like ships that is all i can think of for the design.Really they have eyeballs that hover under a glass for eyes on their tops.
It seems like neither near sensor or collision sensor are working properly.Maybe it would work better with a python script.It usually works that way for me.when i copy paste other peoples scripts.I dont know how to be a good python programmer yet.I will need some help with that.
it is the fact that you are not setting the relations right, the object HAS to be a sensor, or dynamic/rigid body to effectively collide with a Ghost/static actor