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Regardless, you can visualise it by going to the "Debug service config" (enable it under "View"), setting "Debugging allowed", and ticking on "Puppet damage hulls" and "Puppet hit damage hull" under "Debug categories".
Yes, i tested again it seems to work. The problem was if you have script which has "monster.ReceiveDamage" event. For some reason if you have such such script active hulls wont work.
Maybe because supposedley this event if fired when collision with the main hitbox a detected. It stops any damage process until "HandleDamage()" command is runed. But when it processes damage it somehow skip hulls and treat it as damage received by monster in "general" way.
If so, i have no idead how to make it take hulls in account.
As i, sadly need receive damage event, as a 1/3 of damage info cant be taken from simple ".Damaged" event.
Also, about visualisation. I enebled "Debug Config" and toggled two options you listed. But nothing changed. What i suppose to see to tell if debug is active? Maybe i should run Fusion in specific way? Somehow launch it from editor? I may sound very retarded, but i test everything just simple launching moddable version from Steam.
Thank you again.
The Debug Config only does anything when doing simulations in the Editor.
Didnt payed attention to knockback absence, thank you to pointed it out.
I try to use this two function "GetDamageHull" and "GetDamageHullCollisionType" when tested which every function tied to "Receive damage" even will return and tried them when debugged how hull works.
Sadly former return simply "character" and the latter simple return nothing.
Regarding hit point, yes, fortunately its working and returning the point of damage, but not the exact spot of the monster, but the point on "level" where collision happened. But it was enough to allow me to recreate my own hit detection "system" which im using now.
But then in the process of making it i've noticed hull parameters in puppet .ep, which made me to figure out what the hulls. And as any inbuilt system made by actual devs, it works better than crude imitations, so i wanted to use them instead.
After realising that event was interfering with hull processing, I hoped that there is the way to make hulls work with "ReceiveDamage" event, or at least other way to get damage type, as you know damagef event simply return "none" damage type for some reason.
SSHD has a feature where enemies are unable to walk off ledges unassisted. Shooting them normally does push them up into the air a bit, which does allow them to go over.
I've had the idea to lift monster before applying force to them with set placement, but i see offer me far more better option. Thank you! I will try this out.