nek658
April 21, 2025, 4:51pm
1
Godot Version
4.4.1
Question
i need to make it so the player would die when colliding with objects that are in “tree” group but it doesnt work. I tried making it with shape cast 3d but i couldnt get object group and then tried using rigid body 3d and it doesnt colide. Could someone “combine” those functions into 1 or atleas make it work please.
nek658
April 21, 2025, 4:52pm
2
copyable code
func _physics_process(delta):
var dead = Global.global_dead
steering = lerp(steering, Input.get_axis("right", "left") * 0.4, 5 * delta)
engine_force = Input.get_axis("back", "forward") * doamovespeed
if isdead == false:
if dead == true and iswinstate == false:
print("DEAD")
doamovespeed = 0
Global.eliminated = "[pulse]" + Global.playername + " has been eliminated."
$detect_dead / RichTextLabel2.show()
freeCam()
$sheep.queue_free()
$CollisionShape3D.queue_free()
$Node / Camera3D3 / freecamlisten / Explode.play()
$Node / Camera3D3 / freecamlisten / explosion.play()
isdead = true
if Global.global_dead == false and Global.global_sheep == 0:
if won == false:
win()
won = true
func _on_rigid_body_3d_body_entered(colider):
print("help")
if colider.is_in_group("tree"):
Global.Global_dead = true
print("AAAAAAAA")
Does “help” or “DEAD” print? Did you enable contact monitoring on the rigid body?
1 Like
nek658
April 21, 2025, 5:49pm
4
Prints dont work, i didnt enabled contact motion
nek658
April 21, 2025, 5:53pm
5
When i turned it on it worked but i need to make both functions being able to change “dead” value
nek658
April 21, 2025, 5:59pm
6
I did some things snd its working! Ty!
system
Closed
May 21, 2025, 5:59pm
7
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