Ok the script is working now but the script were i try and reference the variable (my tilemap script), is showing me that it isnt properly finding the tilemap in the right scene
You shouldnt access nodes like this from Global-scripts
Mb i just realized i deleted that from my global script but in my tilemap script this errors appearing on line four
put this in global-script:
var tilemap: TileMap
ok thank you alot, it seems like almost everything is fixed, but the main thing i was trying to do is make the tiles breakable upon the players contact no errors are occuring but the tiles arent breaking
Does the _on_area_entered-signal trigger? (Does “broke!” get printed out)
no not at all
Can you put a print before the if-statement
func _on_area_entered(area):
print("Entered Area")
if area.is_in_group("EVERHITBOX")
And test if it prints?
sorry for the late response, i really appreciate you helping me by the way. nothings coming up though when i print it
But you loaded a scene which should contain them right?
yes, the collision is showing as seen, but whenever the players htibox enters the collision shape it dosent work
Are the collision-mask and layer setup correctly?
ok good news very good news, i didnt even realize godot 4 had a diffent button to see printed messages but it does work, however still the tileblocks still arent breaking which may still be a issue with the tile breaker collision not disappearing.
Is your detection-area in the “EVERHITBOX”-Group?
wdym its detecting it with its printed message i dont know what you mean by group though
In your code you are testing if the area the TileBreaker is colliding with is in the group “EVERHITBOX”:
func _on_area_entered(area):
print("Entered Area")
if area.is_in_group("EVERHITBOX"): # This line
This means this only breaks the tiles when the colliding area is in this group.
You can add nodes to groups in the inspector or in code:
area.add_to_group("EVERHITBOX")
I assume the area is supposed to be the player right? if so, then put it in your player script