Very clever, Ro! One suggestion: You can also bind to the "Damage Received" event from the Damage Manager, so you can be sure that there was actual damage applied. If you just bind to the Health Attribute, you might need to track the previous/current health to make sure that you are applying the flash effect when health is reduced, and not when health is added (i.e. healing). But your approach might also be quite useful if you want to apply a similar effect for healing, for example: a red flash for damage and a green one for healing.
@CodeWithRo17 күн бұрын
Amazing Idea! I will definitely be going over that as well 🥳 Appreciate everything you do to allow us to make amazing games 🥹
@rancheraosborne5 күн бұрын
Nice method, thank you for sharing! One tip though, I think to bulletproof it, would be nice to save first all the OGmaterials in an array and iterating through a loop, and then set it back again through another loop, in case in the future any enemy or object could have multiple material IDs, otherwise only the first material index 0 would be flashing. Also, it is a slightly better solution that instead of dealing with delays, you set it with timer by event. Specially if you intend to add multiplayer.
@CodeWithRo21 сағат бұрын
That would be great! Nice suggestion
@Vanessacooksxo13 күн бұрын
you're the best Ro! :D
@CodeWithRo21 сағат бұрын
Thank you 😊
@BlueUniverseChannel18 күн бұрын
Hell yeah, youre cooking, bro!!!
@CodeWithRo17 күн бұрын
Thank you!!! 🥳🥳
@BlueDream7107115 күн бұрын
hey ro would u mind making some videos on agr v?
@CodeWithRo14 күн бұрын
After they release their next stuff sure 🥳
@BlueDream710715 күн бұрын
as much as it pains my soul a little, i think ive decided to reboot my combat project, i was using combat fury for a while, then tried aarpg, and then acf but i think gas may be the way to go
@CodeWithRo21 сағат бұрын
GAS will definitely make your project less like an asset flip so 100% agree with you on that 🥳