So my object (Shielder) attaches a shield at spawn. that works fine but the attached shield loses it’s collision, any fix to this?
(The shield works fine when not attached.)
Attached objects do not have collision. @JR01 explained this in greater detail in Attacher Collision and Attacher Blocks Features. (sad I know)
No clue what i’m gonna do then
Do you just need the shield to be at the same position?
Exactly. X and Y extract.
I suggest spawning the shield in front of the shielder with the ame movement code.
Wait but if there are multiple of this enemy, then how would that work?
In the enemy, extract its own X and Y, and use those coordinates for the spawn of a shield. Make a proximity in the shield for the enemy (set it to closest object), and attach that to the shield’s position.
Ok, so then what would happen if one enemy passed the other, would the shield just switch to that enemy?
That’s a good question. In order to fix this, you’d have to make a global list of both the X and Y values and then assign each shield a place on that list.
Or you could just emit the shield
True but then the emit, won’t follow the exact location of the enemy, if the enemy is stunned or slowed. This a hassle that could be easily fixed if messages could be sent to spawned objects.
Exactly, my friend