Thanks for all your replies. I ended up just putting a little radar on the monster. When you walk over it, it kills it if small enough, but if it’s big enough, it tends to work. The problem still exists though – when I walk off a floating block, I do not automatically ‘start falling’ even though my character is floating along the -z axis. There’s a property I set to debug that should be triggered as ‘falling’ yet it doesn’t – even if I have drifted away and float through the air downward away from the floating terrain box, which, when standing on it, sets ‘falling’ to false, which in turn sets it to a controllable ‘walking’ state. This is one I’d really like to figure out, but I think that it might be permanent for now that unless you ‘Jump’ off the side, you’re not technically falling. In this case, if you fall (but not fall like the game logic understands) into an enemy, you’ll ‘take damage’ or whatever.
Some more bugs: :mad:= Really grr ones.
1–I scale everything up in a scene because of something or another, I end up having to rotate, move invisible objects that are used for mesh replacement in crazy ways in order for the mesh taking its place to be oriented properly.
:mad:2–One night, I have a bird that goes up and down. You are below it, you get crushed, you stand on top of it, it lifts you. I loaded up the blend file today, and all of a sudden it’s not interacting with my character – I just fall through the bird.
:mad:3–This one is related to the previous bug somehow. There is the radar that points down from the bird. When I stand under the bird and am close enough for the radar to detect, it kills me, like it should. However, then ‘sometimes’ when I am standing under the bird, even when it’s flown up on the z axis and is far enough away from me, a (what I assume to be a copy) of the radar, or the radar itself, flies by, or on, to me, the character, which is, in that instant, not close enough to the bird (normally) to be affected. So I just stand there and boom, I’m dead.