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Damage user on trigger and Step Trigger refactor [Part 1] #39242
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Damage user on trigger and Step Trigger refactor [Part 1] #39242
Conversation
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CollisionMask and CollisionLayer works not as intended, don't know how to fix rn, to fix |
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I've had a similar desire for step triggers to crunch glass shards underfoot. However I was waiting for #39034, as it's a much larger trigger refactor. In particular it moves the triggers to shared. |
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Oh I gotcha, then I will upstream after #39034 , thanks! |
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Just going to move this to DNM while the trigger refactor is reviewed. |
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Closed because of new PR that's follows Trigger System refactor #39267 |
About the PR
Two step's PR with the goal that I've doin, that players can squash cockroaches by stepping/walk on them, and add red blooded cockroaches with gib sound on death, and add hauberoach. This refactor adds a lot of possibilities to step triggers, like walking on plushies will make some sound.
DamageUserOnTriggerintoDamageOnTriggerand addStepTriggerOnSizeComponent.And my wishes:
Why / Balance
Cockroaches have to die when player's walk on 'em.
Technical details
DamageUserOnTriggerSystemandDamageUserOnTriggerComponent.DamageOnTriggerComponentand System that deals damage to triggering entity.ForceIgnoreTriggerContinuetoStepTriggerComponentso it's able to be used by yml devs. By default,StepTriggerAttemptEvent.Continueis never true (i.e., the mousetraps are manually from code setsStepTriggerAttemptEvent.Continueto true), so I've added this workaround.StepTriggerOnSizeComponentand System that checks size of the tripper/stepped/walked entity.Media
Requirements
Breaking changes
StepTriggerComponentnow hasForceIgnoreTriggerContinuefield, that's when true skipsStepTriggerAttemptEvent.Continuecheck.Changelog
no cl, no fun