<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Hit by bullet management tips &amp; tricks]]></title><description><![CDATA[<p dir="auto">Hello,<br />
Can you please give me some advice? How to manage that?<br />
I am working on the bullet hell.<br />
I have enemies shooting with shoot.<br />
When I choose hit by bullet I have to choose the source of shoot every single time?<br />
So if I have 100 enemies shooting three different type of bullet each. How do I manage that?</p>
<p dir="auto">The bullets are not objects unfortunately.</p>
]]></description><link>https://forum.hyperpad.com/topic/2054/hit-by-bullet-management-tips-tricks</link><generator>RSS for Node</generator><lastBuildDate>Thu, 18 Jun 2026 02:50:05 GMT</lastBuildDate><atom:link href="https://forum.hyperpad.com/topic/2054.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 17 Jun 2026 12:01:51 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Hit by bullet management tips &amp; tricks on Wed, 17 Jun 2026 17:07:13 GMT]]></title><description><![CDATA[<p dir="auto">Here's an example on how to use the <strong>Boolean</strong> behaviors.<br />
The <strong>Text Operation</strong> behavior can also work this way if you wanted to check the prefix of the behavior name instead or something like that.</p>
<p dir="auto"><img src="https://assets.forum.hyperpad.com/assets/bb2ca4e1-6e1b-42db-a211-bafe127895dc.png" alt="IMG_9257.png" class=" img-fluid img-markdown" /><br />
<img src="https://assets.forum.hyperpad.com/assets/996639d1-6987-4c39-869b-dc53fd1a9e76.png" alt="IMG_9258.png" class=" img-fluid img-markdown" /></p>
]]></description><link>https://forum.hyperpad.com/post/11583</link><guid isPermaLink="true">https://forum.hyperpad.com/post/11583</guid><dc:creator><![CDATA[RobinsonX]]></dc:creator><pubDate>Wed, 17 Jun 2026 17:07:13 GMT</pubDate></item><item><title><![CDATA[Reply to Hit by bullet management tips &amp; tricks on Wed, 17 Jun 2026 17:02:40 GMT]]></title><description><![CDATA[<p dir="auto">In the <strong>Hit by Bullet</strong> behavior, you can leave the behavior blank to handle all bullets. The behavior outputs <code>shoot_behavior</code>, which is the name of the behavior that the bullet comes from. You can check the name of the behavior to see which behavior the bullet came from, and from there you could handle logic differently depending on what type of bullet hit you. You are also given <code>shooter</code> which is the object the bullet originated from. This also works for spawned objects - it will give the same name when the same shoot behavior is used across different spawned objects <em>(in other words, no additional work is needed for spawned enemies)</em>.</p>
<p dir="auto">If you named your shoot behaviors appropriately, it will be easy to distinguish between different types of bullets. Even if you have multiple shoot behaviors with similar names, you can use a <strong>Boolean</strong> behavior to check if the name contains a specific text. So something like <code>"Fire"</code> and <code>"Fire1"</code> will still work. The <strong>Boolean</strong> behavior outputs <strong>0</strong> (false) or <strong>1</strong> (true), and you can use an <strong>If</strong> behavior to only trigger specific logic when the output is 1.</p>
<p dir="auto"><img src="https://assets.forum.hyperpad.com/assets/376eb831-dbad-4fc9-a5c5-38e9b51267ce.png" alt="IMG_9255.png" class=" img-fluid img-markdown" /><br />
<img src="https://assets.forum.hyperpad.com/assets/69bcf8d8-8fbb-4903-a8ec-6bbd66bc8f4b.png" alt="IMG_9256.png" class=" img-fluid img-markdown" /></p>
]]></description><link>https://forum.hyperpad.com/post/11582</link><guid isPermaLink="true">https://forum.hyperpad.com/post/11582</guid><dc:creator><![CDATA[RobinsonX]]></dc:creator><pubDate>Wed, 17 Jun 2026 17:02:40 GMT</pubDate></item></channel></rss>