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Lesson Q&A

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  • How do I use the created scripts?ram876Hello! I have a problem understanding the assignment. In the challenges, you prompt to create a script and write the logic of a new weapon there. I have 2 questions. 1) If I'm only writing a script with new logic, how do I use it when shooting? In this case, do I need to create an exported variable for the weapon, first removing it from the player's scene, and then, when selecting pickups, load this script using load/preload? 2) Judging by your examples of solving challenges, you have created not only a script, but a whole scene with your script. Did you mean that in the challenges? 2 0 Jan. 06, 2025
  • Accessing nodes elsewherePaulI decided to spice up the automatic shooting weapon by making it fire really fast but have a heat build-up mechanic. I got this to work but I think I've either forgotten an important lesson or I've not fully understood accessing/getting references to nodes elsewhere in the scene tree. Here's a short demo of what I mean: [https://youtu.be/Tc7qLQdVm4g?si=plzQ8L76fkHdBHau](https://youtu.be/Tc7qLQdVm4g?si=plzQ8L76fkHdBHau) So, it works. I want the 'heat' `ProgressBar` node part of the Player, alongside the health bar in my node structure, but I want to handle the overheating mechanics in the weapon with the rest of the weapon code, nested deeper down in the Player scene. I was struggling to work out the best way to do this - it seems like a simple thing but for some reason I'm puzzled by it. I got it to work using: ```gdscript @onready var heat_bar: ProgressBar = get_node("../../../HeatBar") ``` to get a reference to the heat bar from the weapon (up several levels, then across). Would this be the best way to achieve this? By using a relative path rather than absolute, it certainly seems less prone to breaking later on, but I'm still not sure if this would be the recommended method. 2 0 Dec. 31, 2024
  • An error in the bullet spread scriptKetanI noticed that in the "shotgun" version of the weapon wasn't playing any sound when shooting and I did some research, apparently the `shoot_audio` var was always null Turns out you can't access export variables from an extended scene, I tried to load it at runtime but Godot at the moment doesn't support loading .wav files at runtime The only solution I found was to add a new @onready var in the shotgun weapon scene with a new AudioStreamPlayer node, I'm curious if the there're any other ways I could solve this? 2 0 Dec. 24, 2024
  • Charging Ice ParticlesMarcJI've added the charging particles for the ice fist but when I looked at your version of the code I see you used an AnimationPlayer to start the particles. I assumed that you used it to intensify the particles as you charge but when I tried it I found that the particles restarted if you changed any of the values and from a bit of reading it seems that's the expected behavior. So I'm just curious to know what you are doing with the AnimationPlayer? 4 0 Dec. 22, 2024
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