Help me understand this block. I tried it on enemy ships and changed their collision group to Doodad upon them colliding with the laser actor, preventing anymore collisions after the first hit. Then, I decided to see if I could repeatedly loop between the group [Doodad] and the group [Ally Projectile] for the laser actor itself to reduce the amount of hits. It failed, but I noticed a couple things. . .
Image 1: I created an integer named X with a default value of 0 and placed this into the laser actor's code. The laser actor has only 1 collision box (a really long rectangle) . If I understand this correctly, this should print "1", but it ended up printing "0" (during the actual laser animation) which told me that the laser somehow has 0 collision boxes, and yet stencyl's actor collision tab is telling me otherwise.
Image 2: I realized that perhaps this must have been due to the fact that the laser has two seperate animations, a charging animation (a tiny glowing sphere with no collision which is the default animation) and the actual laser animation itself. I set the laser animation to be the default animation and the blocks worked (X was also = to 1 as expected when printed). Then I tried running the code below. The laser's group was changed to [Doodad] and did not collide, then 2.5 seconds later it was changed to [Ally projectile] and dealt damage (collided), then after 5 seconds it stayed apart of [Ally Projectile]. The reason I used [After X seconds] was because [Updating] and [Every X seconds] loops did not change anything no matter how I used the blocks, even as the way you showed in the image.
Note: Another thing is that this block did not work PERIOD after the laser's animation was switched from charging, and then to laser again, returning to its original group no matter what I do.
What am I doing wrong?
What are the limitations of this block?