godot-shooter-enemy-combat

Define enemy combat contracts for Godot shooter games with hit and death signaling.

8|3|Updated Jun 12, 2026
One-click install
npx skills add https://github.com/arthur0n/xenodot-forge --skill godot-shooter-enemy-combat
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-shooter-enemy-combat
Source: https://github.com/arthur0n/xenodot-forge/tree/main/plugin/skills/godot-shooter-enemy-combat
Command: npx skills add https://github.com/arthur0n/xenodot-forge --skill godot-shooter-enemy-combat

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill defines the combat contract for shootable enemies in Godot so projectile hits, enemy death, score awards, and weapon feedback all stay synchronized without duplicate signals or stuck bullets.

Core Features & Use Cases

  • Enemy damage and death flow: Adds health, hit handling, death signaling, and score values to a Godot enemy.
  • Hit and kill feedback: Distinguishes every hit from the fatal hit so the weapon can emit hitmarker and kill-confirm signals correctly.
  • Safe multi-hit combat: Prevents double connections on surviving enemies, preserves materials for hit flashes, and keeps death SFX audible after the enemy frees itself.
  • Use case: A shooter enemy takes two red flashes from the first two shots, dies on the third, awards score once, and never leaves a projectile hanging.

Quick Start

Use this Skill to add the enemy hit, death, and kill-confirm contract to my Godot shooter enemy and wire it to projectile impact and weapon feedback.

Frequently Asked Questions about godot-shooter-enemy-combat

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I prevent duplicate kill confirmation signals when an enemy dies in Godot?

To prevent duplicate kill confirmation signals in Godot, implement exactly-once kill confirmation by enforcing idempotent signal wiring. This ensures the fatal projectile hit awards score and triggers weapon feedback precisely once without leaving projectiles hanging.

How does Godot handle enemy hit feedback versus fatal hit feedback?

Enemy hit feedback in Godot distinguishes every standard projectile hit from the fatal hit using material-based flashes. This separation allows the weapon to emit correct hitmarker signals for normal hits and kill-confirm signals specifically for the fatal shot.

Why does enemy death audio cut off when the enemy frees itself in Godot?

Enemy death audio cuts off because the node playing the sound is freed. Reparenting death audio to a persistent node before the enemy frees itself keeps death SFX audible until completion while maintaining clean enemy damage and death flow.

Can I use this enemy combat contract for both hitscan and projectile shooters in Godot?

Yes, you can use this combat contract for both hitscan and projectile shooters in Godot. It applies camera-agnostic first- or third-person enemies that take either damage type, covering both one-shot grunts and multi-hit targets safely.

How do I avoid double signal connections on surviving enemies during multi-hit combat in Godot?

To avoid double signal connections on surviving enemies during multi-hit combat in Godot, enforce idempotent signal wiring with duck-typed hit handling. This prevents duplicate connections on enemies that survive initial shots and preserves materials for hit flashes.

What is the best way to synchronize projectile hits and enemy death in a Godot shooter?

The best way to synchronize projectile hits and enemy death in a Godot shooter is to define a combat contract connecting projectile hits, enemy health, and death signaling. This prevents stuck bullets and duplicate signals while awarding score exactly once.