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These are the user uploaded subtitles that are being translated: 1 00:00:00,512 --> 00:00:01,792 Of course our 2 00:00:02,304 --> 00:00:08,448 Survivors Style game here would not be complete without the ability to up 3 00:00:08,704 --> 00:00:09,728 Radio various skill 4 00:00:10,496 --> 00:00:12,288 And we are getting there 5 00:00:12,544 --> 00:00:13,312 We'll get there 6 00:00:13,568 --> 00:00:14,336 Very soon 7 00:00:14,592 --> 00:00:15,104 What does 8 00:00:15,360 --> 00:00:19,456 Will bit more foundational work we need to do before we can actually start 9 00:00:19,968 --> 00:00:20,736 Creating a cyst 10 00:00:21,504 --> 00:00:25,600 And the foundational work that we need to do is to actually transfer 11 00:00:25,856 --> 00:00:26,368 Damage 12 00:00:26,880 --> 00:00:28,416 From the ability 13 00:00:28,672 --> 00:00:29,184 2 14 00:00:29,440 --> 00:00:30,464 The enemy 15 00:00:31,232 --> 00:00:33,024 So if I pull out the basic enemy 16 00:00:34,048 --> 00:00:36,352 The problem here is if I open the Script 17 00:00:36,608 --> 00:00:39,680 Where does cooling health component damage 100 18 00:00:40,448 --> 00:00:42,240 This number needs to be 19 00:00:42,496 --> 00:00:45,568 Determined by the skill that hits the end 20 00:00:46,080 --> 00:00:50,688 And you can see that we need to implement a system for that before we can start doing things 21 00:00:50,944 --> 00:00:51,968 Skill up 22 00:00:52,480 --> 00:00:56,320 So how are we going to transfer the damage let's take a look at the flow of our 23 00:00:56,576 --> 00:00:58,880 Game again so let's go to the player 24 00:00:59,392 --> 00:01:01,037 Scene control shift open the player 25 00:01:01,039 --> 00:01:03,515 Subtitled by online-courses.club We compress knowledge for you! 26 00:01:03,516 --> 00:01:06,048 And you can see that we have the sword ability controller 27 00:01:06,560 --> 00:01:09,888 Install the sword ability controller is responsible for 28 00:01:10,144 --> 00:01:11,168 Creating the sword 29 00:01:11,424 --> 00:01:12,192 That then 30 00:01:12,448 --> 00:01:13,728 Will attack the enemy 31 00:01:13,984 --> 00:01:16,032 And so if we look at the sort of Billy 32 00:01:16,288 --> 00:01:17,824 So we open that seem up 33 00:01:18,336 --> 00:01:22,432 Are the sword doesn't actually have a script at all 34 00:01:22,944 --> 00:01:27,040 But the area 2D gets enabled by the animation player 35 00:01:27,296 --> 00:01:28,576 Which enables any 36 00:01:28,832 --> 00:01:29,600 Is to collide 37 00:01:30,112 --> 00:01:33,952 So we have a couple of layers that we need a past damage down from 38 00:01:34,208 --> 00:01:37,792 So the damage alternately needs to come from the sword ability controls 39 00:01:38,048 --> 00:01:40,096 And the reason is because you can imagine 40 00:01:40,352 --> 00:01:42,912 Will want to do upgrades for the sort of building control 41 00:01:43,424 --> 00:01:43,936 And 42 00:01:44,192 --> 00:01:44,704 It will 43 00:01:44,960 --> 00:01:45,984 Take close-up 44 00:01:46,240 --> 00:01:49,568 Chequers upgrades and it will pass those upgrades to the sword 45 00:01:49,824 --> 00:01:51,104 When it's fine 46 00:01:51,872 --> 00:01:57,504 And the way that we are going to tackle this is we're going to create a couple of new components were going to create 47 00:01:57,760 --> 00:01:59,040 Hitbox component 48 00:01:59,296 --> 00:02:00,576 Andy hurt 49 00:02:01,600 --> 00:02:07,744 So let's go ahead and start with the hurtbox component so let's go to our basic anime scene control 50 00:02:08,000 --> 00:02:09,280 How to open up your 51 00:02:10,560 --> 00:02:13,120 And in this basic any we have this area 52 00:02:14,144 --> 00:02:15,168 Let's do this 53 00:02:15,680 --> 00:02:18,496 Let's rename the area2d by clicking into it 54 00:02:19,264 --> 00:02:21,312 And then we're going to call it hurt 55 00:02:21,568 --> 00:02:22,592 Box company 56 00:02:24,384 --> 00:02:27,968 And then let's right click on that note that her box jump on it 57 00:02:28,224 --> 00:02:30,528 Click save branch as seen 58 00:02:31,040 --> 00:02:32,576 Can I go into scenes 59 00:02:33,088 --> 00:02:35,904 Component and we're going to save it alongside our other compare 60 00:02:37,696 --> 00:02:38,208 Ok 61 00:02:38,464 --> 00:02:39,744 Now before we work on 62 00:02:40,000 --> 00:02:41,536 Let's go to our 63 00:02:41,792 --> 00:02:42,560 Sword ability 64 00:02:43,072 --> 00:02:45,120 This area2d right here 65 00:02:45,632 --> 00:02:49,984 We need to take the sword abilities area2d and rename this to hit 66 00:02:50,496 --> 00:02:51,008 Compound 67 00:02:52,032 --> 00:02:55,872 And then we're going to save and we're going to do the same thing we're going to right click the hit box company 68 00:02:56,128 --> 00:02:57,152 Save branch 69 00:02:57,408 --> 00:02:57,920 Scene 70 00:02:58,688 --> 00:03:00,736 We're going to save it alongside our other 71 00:03:02,528 --> 00:03:03,040 Ok 72 00:03:03,808 --> 00:03:09,184 So where the heart box which is going to represent the area of an entity that can 73 00:03:09,696 --> 00:03:10,208 Kit 74 00:03:10,464 --> 00:03:12,000 Buy a hip-hop scum 75 00:03:12,256 --> 00:03:13,280 In the hit box to buy 76 00:03:13,536 --> 00:03:16,608 Is going to be the thing that confers the damage 77 00:03:16,864 --> 00:03:18,400 What is the thing that is attack 78 00:03:19,168 --> 00:03:20,192 The hurt 79 00:03:20,704 --> 00:03:21,728 So it's even play 80 00:03:22,240 --> 00:03:25,824 We have to do one more thing which is that let's click into the head box component 81 00:03:26,080 --> 00:03:27,104 By going into the sea 82 00:03:27,616 --> 00:03:29,920 Let's select the collision shape 2D 83 00:03:30,176 --> 00:03:30,688 Unless 84 00:03:30,944 --> 00:03:32,736 Cut it with ctrl x 85 00:03:32,992 --> 00:03:35,040 Never gonna go back to your sword ability 86 00:03:35,296 --> 00:03:38,112 Highlighter hitbox component and then press ctrl V 87 00:03:39,904 --> 00:03:42,720 Does save our hitbox component so save that 88 00:03:42,976 --> 00:03:45,024 And then we can we name our collision shape to 89 00:03:47,072 --> 00:03:52,704 And are animation should still be working so if you put the animation you should so see a turning blue for a little bit when you play it 90 00:03:53,216 --> 00:03:55,264 Again you'll have to save the hip-hop dance 91 00:03:55,520 --> 00:03:57,568 First after you remove the closing share 92 00:03:58,080 --> 00:04:00,384 And then rename is closing shape 2D 93 00:04:00,640 --> 00:04:01,408 Collision shape 2 94 00:04:01,664 --> 00:04:04,736 To do the same thing in our enemy so 95 00:04:04,992 --> 00:04:11,136 We are going to go into the hot box component were going to cut this collision shape from the herb box component with 96 00:04:11,904 --> 00:04:13,696 Save that scene 97 00:04:13,952 --> 00:04:15,744 Go back over to a basic enemy 98 00:04:16,000 --> 00:04:18,047 Over the hurt box and press control 99 00:04:19,071 --> 00:04:24,447 And the reason why we did that is because we separated the collision shape definition from the compare 100 00:04:24,703 --> 00:04:25,215 Itself 101 00:04:25,471 --> 00:04:29,055 So now if we were to instantiate for instance by right click 102 00:04:30,591 --> 00:04:31,615 Airbus component 103 00:04:31,871 --> 00:04:33,663 We can supply a different shape 104 00:04:34,175 --> 00:04:35,711 So not locked into the show 105 00:04:35,967 --> 00:04:36,991 When we reuse 106 00:04:37,247 --> 00:04:38,015 Component across 107 00:04:38,527 --> 00:04:39,039 The game 108 00:04:39,295 --> 00:04:42,111 So the bulk of our work is going to be done in 109 00:04:42,623 --> 00:04:43,647 Hitbox compose 110 00:04:44,159 --> 00:04:46,463 So let's go ahead and add a script to the hitbox compound 111 00:04:46,719 --> 00:04:49,279 The default settings are fine like usual 112 00:04:49,535 --> 00:04:54,143 And the main thing I want to do here is first we're going to give it a class name so as to class name 113 00:04:54,911 --> 00:04:55,679 Hitbox 114 00:04:55,935 --> 00:04:56,447 Company 115 00:04:59,263 --> 00:05:02,335 Ok and then let's create a variable call 116 00:05:02,591 --> 00:05:04,895 Damage Emma going to set it to 0 by 2 117 00:05:05,919 --> 00:05:07,711 And I'm going to go to our sort of Billy 118 00:05:09,503 --> 00:05:11,295 What we're going to do with the sword ability 119 00:05:11,551 --> 00:05:14,111 Is we are going to add a 120 00:05:14,367 --> 00:05:14,879 To this 121 00:05:15,135 --> 00:05:15,647 Sorbillo 122 00:05:16,159 --> 00:05:17,695 So what's going on at the 123 00:05:17,951 --> 00:05:18,719 Just like normal 124 00:05:19,231 --> 00:05:21,023 We're gonna add class name 125 00:05:22,047 --> 00:05:23,583 Sword ability to this 126 00:05:24,863 --> 00:05:25,631 And we're going to do 127 00:05:25,887 --> 00:05:27,167 Add on read 128 00:05:27,935 --> 00:05:28,447 Via 129 00:05:28,959 --> 00:05:29,983 Hitbox component 130 00:05:32,031 --> 00:05:33,567 I'm going to type it as the hip 131 00:05:33,823 --> 00:05:36,639 This is why using the class name so we can type 2 132 00:05:37,151 --> 00:05:38,687 Is equal to dollar sign 133 00:05:38,943 --> 00:05:39,967 Pit bikes compare 134 00:05:40,735 --> 00:05:46,879 And then we have to go to the other layer which is the sword ability controller so let's do control 135 00:05:47,135 --> 00:05:47,903 How to quick open 136 00:05:48,415 --> 00:05:51,743 Sword ability controller is the one we want to open to go and search for 137 00:05:52,255 --> 00:05:52,767 Open app 138 00:05:53,279 --> 00:05:56,351 We already have a script here and sort to make a couple of minor chair 139 00:05:57,119 --> 00:06:01,983 So firstly we do want to have a damage variable in here as 140 00:06:02,751 --> 00:06:03,775 So let's Create 141 00:06:05,055 --> 00:06:06,847 Variable below the x 142 00:06:07,103 --> 00:06:08,127 Van Damme 143 00:06:08,895 --> 00:06:09,407 0 144 00:06:10,431 --> 00:06:12,991 Actually want to set this damage to something like 145 00:06:13,247 --> 00:06:14,783 +254 now 146 00:06:15,039 --> 00:06:17,343 Because our enemies well by the fault have it 147 00:06:17,599 --> 00:06:18,879 Tenzo this wall 148 00:06:19,135 --> 00:06:19,647 2 hits 149 00:06:19,903 --> 00:06:20,671 Secure 150 00:06:20,927 --> 00:06:22,719 Are basic enemy so Saturday 151 00:06:23,743 --> 00:06:26,047 And then on timer timer 152 00:06:26,303 --> 00:06:28,863 Let's look for where we are doing the sword instance 153 00:06:29,119 --> 00:06:30,911 So here where is Dan shooting the sword 154 00:06:31,167 --> 00:06:33,471 Let's Castle instead as a sword 155 00:06:33,983 --> 00:06:34,495 Ability 156 00:06:34,751 --> 00:06:36,543 And what that's going to do for us now 157 00:06:37,055 --> 00:06:40,127 Is that after we add a sword instance to the 158 00:06:40,383 --> 00:06:41,151 Players pair 159 00:06:41,663 --> 00:06:43,455 We can assign the damage 160 00:06:43,711 --> 00:06:44,223 And so 161 00:06:44,479 --> 00:06:46,015 What I'm going to do is I'm going to say 162 00:06:46,527 --> 00:06:48,063 Sword instant star 163 00:06:48,575 --> 00:06:49,855 Hitbox compound 164 00:06:50,111 --> 00:06:50,623 Dad 165 00:06:50,879 --> 00:06:51,391 Damage 166 00:06:52,415 --> 00:06:53,439 Is equal to 167 00:06:54,975 --> 00:06:57,023 So you can see why we set up a script for 168 00:06:57,279 --> 00:06:57,791 All this right 169 00:06:58,047 --> 00:07:00,863 So we still have a sword ability and we cast to the sword bill 170 00:07:01,375 --> 00:07:04,703 Why because we have hitbox component variable that we can 171 00:07:05,983 --> 00:07:08,031 I'm referencing and hitbox composed 172 00:07:08,543 --> 00:07:09,823 And I'm assigning the Dam 173 00:07:10,335 --> 00:07:11,103 So if I go to 174 00:07:11,359 --> 00:07:12,895 Hitbox component in here 175 00:07:13,151 --> 00:07:14,175 We've got a diamond 176 00:07:14,943 --> 00:07:20,319 So that's one piece of the puzzle so we've got her damaged flowing from our sword ability controller 177 00:07:20,575 --> 00:07:21,599 2 hour 178 00:07:22,111 --> 00:07:23,391 Sword ultimately 179 00:07:23,647 --> 00:07:25,439 Now in our basic enemy 180 00:07:25,695 --> 00:07:30,815 We want to click into the heart box component so let's open up that her box components seen 181 00:07:31,071 --> 00:07:34,399 From the basic enemy or you can open it by doing the quick search 182 00:07:35,167 --> 00:07:36,959 What's attach a script to this work 183 00:07:37,471 --> 00:07:39,775 And the default path is ok 184 00:07:40,031 --> 00:07:42,079 Again let's do a class name for this 185 00:07:42,335 --> 00:07:44,127 Class underscore name 186 00:07:44,383 --> 00:07:45,151 Hurt back 187 00:07:45,663 --> 00:07:46,175 Composed 188 00:07:46,687 --> 00:07:48,223 I think you're going to do here 189 00:07:48,479 --> 00:07:51,295 We're going to export so at x 190 00:07:52,063 --> 00:07:52,831 2 x 4 191 00:07:53,087 --> 00:07:53,599 Bar 192 00:07:53,855 --> 00:07:54,367 Hello 193 00:07:54,879 --> 00:07:56,159 Underscore component 194 00:07:58,463 --> 00:08:02,559 And I should note that I believe you're supposed to be able to do something 195 00:08:02,815 --> 00:08:03,327 Play Converse 196 00:08:03,583 --> 00:08:05,887 Export via health component health compound 197 00:08:06,143 --> 00:08:09,727 However you can see in my version of video that I'm using 198 00:08:09,983 --> 00:08:12,799 I cannot select that help component there 199 00:08:13,567 --> 00:08:14,079 So 200 00:08:14,335 --> 00:08:16,383 That's ok I'm just going to you 201 00:08:16,639 --> 00:08:17,919 Playing all night here 202 00:08:18,175 --> 00:08:20,223 Anyway we've got we're going to get a reference to 203 00:08:20,479 --> 00:08:22,527 Health component now in the 204 00:08:22,783 --> 00:08:24,063 Herb box component 205 00:08:24,319 --> 00:08:29,439 Animal we can do is weekend override the ready method so funk 206 00:08:29,695 --> 00:08:30,463 Score Reading 207 00:08:30,719 --> 00:08:31,743 And then we can say 208 00:08:31,999 --> 00:08:33,023 Ariel Winter 209 00:08:33,279 --> 00:08:36,351 Because this is a signal on area2d in work standing area 210 00:08:36,863 --> 00:08:37,375 Dart 211 00:08:37,631 --> 00:08:38,143 Connect 212 00:08:38,655 --> 00:08:39,423 On 213 00:08:39,935 --> 00:08:40,447 Area 214 00:08:41,727 --> 00:08:43,007 So let's go ahead into fine 215 00:08:43,263 --> 00:08:43,775 Funk 216 00:08:44,031 --> 00:08:45,311 On area and 217 00:08:47,359 --> 00:08:48,895 And the other area 218 00:08:49,151 --> 00:08:50,943 Is going to be of type area2d 219 00:08:51,455 --> 00:08:52,991 And we're going to do this 220 00:08:54,015 --> 00:08:54,527 Other 221 00:08:54,783 --> 00:08:55,807 Underscore error 222 00:08:56,319 --> 00:08:57,855 I actually want to say if not 223 00:08:58,367 --> 00:08:59,391 Are there area 224 00:08:59,647 --> 00:09:00,159 Is 225 00:09:00,671 --> 00:09:01,695 Hitbox component 226 00:09:02,463 --> 00:09:03,999 Then what we want to do 227 00:09:04,255 --> 00:09:06,303 Is we want to just return 228 00:09:06,559 --> 00:09:09,375 Ok so now we can grab the other area 229 00:09:09,631 --> 00:09:10,911 As a 230 00:09:11,679 --> 00:09:12,447 Pit bikes compare 231 00:09:12,703 --> 00:09:16,799 So we can do with our hitbox component is he go to other area as 232 00:09:17,055 --> 00:09:17,567 Skip 233 00:09:18,335 --> 00:09:20,895 Component and now what we can do 234 00:09:21,151 --> 00:09:23,455 Is we can take the damage from the hip 235 00:09:23,711 --> 00:09:26,783 Check in here as well and we're going to same 236 00:09:27,295 --> 00:09:27,807 If 237 00:09:28,063 --> 00:09:28,575 Health 238 00:09:28,831 --> 00:09:29,599 Component 239 00:09:30,111 --> 00:09:31,391 Is equal to now 240 00:09:31,903 --> 00:09:34,207 Organ to return out of this as well 241 00:09:34,463 --> 00:09:34,975 Ok 242 00:09:35,231 --> 00:09:37,791 So now we've got those safety checks in place 243 00:09:38,047 --> 00:09:43,679 Now we're dealing with a collision that came from a hitbox component remember the hitbox component is of 244 00:09:43,935 --> 00:09:46,751 Area2d as well and so that's why this is going away 245 00:09:47,263 --> 00:09:49,567 And all we can do is we can take it the health component 246 00:09:50,079 --> 00:09:51,103 Dot damage 247 00:09:51,615 --> 00:09:54,687 And when I going to get the autocomplete because 248 00:09:55,199 --> 00:09:55,711 This 249 00:09:55,967 --> 00:09:58,527 Is believed by kaido to be a type of nose 250 00:09:58,783 --> 00:10:00,588 But we can pull up our 251 00:10:00,589 --> 00:10:02,760 Subtitled by online-courses.club We compress knowledge for you! 252 00:10:02,761 --> 00:10:02,111 Health component 253 00:10:02,367 --> 00:10:04,671 And open up that script and we can see 254 00:10:04,927 --> 00:10:10,815 That we have a damage function so will still be all the call it despite the fact I could do is not giving us the autocomplete suggestion 255 00:10:11,327 --> 00:10:15,679 So how's component damage and we're going to grab the damage of the hitbox component 256 00:10:16,447 --> 00:10:17,215 Just like that 257 00:10:17,471 --> 00:10:19,519 So now we have closed 258 00:10:20,031 --> 00:10:21,567 The damage has been 259 00:10:22,079 --> 00:10:23,871 From the sword ability controllers 260 00:10:24,127 --> 00:10:24,639 Define here 261 00:10:25,663 --> 00:10:26,687 It's been past 262 00:10:27,199 --> 00:10:30,015 In the other sword instance hitbox compound 263 00:10:30,271 --> 00:10:31,807 Were signing the damage here 264 00:10:32,063 --> 00:10:33,343 On the box component 265 00:10:33,599 --> 00:10:35,135 So that looks like 266 00:10:35,391 --> 00:10:36,159 This 267 00:10:36,415 --> 00:10:38,207 So we've got our hitbox component here 268 00:10:38,463 --> 00:10:40,511 As a reference so that we can set the date 269 00:10:41,023 --> 00:10:44,095 When a hip-hop component collides with h 270 00:10:44,351 --> 00:10:47,935 Letterbox component which I will open now with ctrl shift l 271 00:10:48,191 --> 00:10:53,311 We're going to check first of all if the area coming into our her box is 272 00:10:53,567 --> 00:10:56,127 A type of hitbox component if it is 273 00:10:56,383 --> 00:10:58,431 And we have a reference to the health component 274 00:10:58,687 --> 00:11:00,223 They were going to go ahead into your Devon 275 00:11:00,735 --> 00:11:05,343 And so now what we should see is that the enemies will not die instantly because we doing 5 damage 276 00:11:05,599 --> 00:11:06,367 Hit them 277 00:11:06,623 --> 00:11:08,159 Instead it should take two hits and 278 00:11:08,927 --> 00:11:09,951 Let's go out and see if that 279 00:11:10,463 --> 00:11:11,999 And we got a crash 280 00:11:12,511 --> 00:11:14,815 And that's because I failed to update 281 00:11:15,071 --> 00:11:16,863 My basic enemy script 282 00:11:17,887 --> 00:11:18,655 This is going to be 283 00:11:18,911 --> 00:11:21,471 Pretty easy we just need to actually tear out 284 00:11:21,727 --> 00:11:22,239 This 285 00:11:22,495 --> 00:11:23,775 So we got a basic anime 286 00:11:24,031 --> 00:11:26,847 When I using the herb box component to handle the damage 287 00:11:27,103 --> 00:11:27,871 An equation 288 00:11:28,127 --> 00:11:29,663 So we actually don't need a handle 289 00:11:29,919 --> 00:11:31,967 Any of this in the basic enemy 290 00:11:32,479 --> 00:11:35,039 So go ahead and open up your basic enemies 291 00:11:35,295 --> 00:11:38,879 By clicking the Script button we can get rid of the ready method 292 00:11:39,135 --> 00:11:41,951 I'm also going to go ahead and get rid of this comment while I'm here 293 00:11:42,207 --> 00:11:44,255 And we can get rid of this on area entered 294 00:11:44,767 --> 00:11:48,095 And so we should be good to go now so I'm going to go ahead and 295 00:11:48,351 --> 00:11:50,911 Run the game in actually there is one more thing we need to do 296 00:11:51,167 --> 00:11:52,447 We need to set up 297 00:11:52,703 --> 00:11:56,543 In her back support the basic anyway we need to put the health component referencing 298 00:11:57,055 --> 00:11:59,871 So so like The Hurt Locker part drag the health component in 299 00:12:00,127 --> 00:12:01,919 And now everything should be 300 00:12:02,175 --> 00:12:03,199 Let's go home 301 00:12:03,711 --> 00:12:04,991 So we should be two hits on 302 00:12:05,503 --> 00:12:06,015 1 303 00:12:07,807 --> 00:12:13,951 And they're gone so we have damaged so if your enemies are dying in two hits and you can figure it out the damage the same as me 304 00:12:14,207 --> 00:12:17,023 Then you should see this behaviour 305 00:12:17,279 --> 00:12:17,791 Exactly 306 00:12:18,047 --> 00:12:20,095 So now we have a proper Foundation 307 00:12:20,351 --> 00:12:21,119 For handling 308 00:12:21,375 --> 00:12:22,911 Ability upgrades 20903

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