ACTION GAME MAKER introduces a unique concept of parent and child objects, which is different from Godot’s native parent/child node relationship.
This system is designed to implement features like player sub-units or enemy parts in a structured and manageable way.
What Can the Parent-Child Relationship Do?
The parent-child relationship allows for the following behaviors:
-
Automatic following of the parent by the child object
-
Damage transfer from the child to the parent when the child is hit
Additionally, in execution actions (e.g., ChangeObjectProperty
) or conditions like SwitchVariableChanged
, you can directly target the parent object.
How to Create a Parent-Child Relationship
On the Parent Object Side
You can generate child objects from the parent via specific execution actions or AGMaker nodes.
Execution Actions
-
Generate Object
-
Fire Bullet
Note: Objects generated through these actions are not children in the scene tree under the spawning object, but rather siblings or are placed in the layer specified via
MountTarget
.
See the manual forMountTarget
here: https://guild.rpgmakerofficial.com/t/topic/6277
AGMaker Node
- BindObjects
This node forcibly binds two objects together. It can also be used to generate child objects in a parent-child relationship.
On the Child Object Side
To define the behavior of the child object, the child must include the AGMaker-exclusive node:
ChildSettings
What Can Be Configured in ChildSettings
?
-
Follow Type
You can select between constant tracking or delayed tracking (by distance or time). The following speed is based on the movement speed settings of the child object. -
Damaged Behavior
You can choose whether the child takes damage or the parent takes it instead.
If the parent receives damage, you can also apply a damage multiplier from the child.
This allows for recreating mechanics like weak points or armor plating when combined withBindObjects
. -
Synchronization Options
You can sync the child object’s direction, rotation, scale, visual filters, etc., with the parent.
There’s also a property to ignore damage from the parent’s attacks.