Player flys away once weapon fired at AI at close contact (physics) problem I would guess

In this video, the AI used when firing the weapon, sends the player away. :neutral_face:

If you’re spawning a physical bullet, I suspect the bullet’s physics is causing an implode of collision bounds/physics. Set the bullet physics to type Static, with the “Ghost” option enabled.

Yep, looks like the bullet is intersecting with the player model. Try moving the bullet spawn point away from the player more, or use the ghost option like RPaladin mentioned.

There is no physical bullet, that was what I had thought when the mentioning about physics. There is only the above, and bloodmist texture in another layer.

from bge import logic
import random
import bge

cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
own = cont.owner

if own['blood'] > 0:
    own['blood'] -= 1
    own.applyRotation([0.0, 0.0, (random.randint(0, 90))])
    scene.addObject("blood splat", own, 10)

if own['blood'] == 1 or own['blood'] == 2:
    scene.addObject("bloodmist", own, 30)

I don’t know. Is the objects there need to be one or more a static?

I don’t know where the bullet is, I may need it for an object to collide with so an object changes, without a bullet it may not work, at least not a physical one.

I can’t apply the message brick program.

Perhaps add a bullet for the collision object?

Make it a ghost, and it only fires from the gun that the object can collide with, and causes a change in event?

I don’t if I add the bullet to here or in the layer with the gun on the empty parented to that. And just add the object in from the same layer or what ever for the bullet. Should be okay. Code has a bullet, and then a physical one firing but only affects one object in the game.