Finally! We have a guide for how to make a custom reload time. Thanks to @WSG and @Turtle with helping me figure it out. First guide!
For this guide, I will show you how to make a custom reload time for 3 gadgets.
Devices Needed
- 1 Lifecycle
- 1 Inventory Item Manager
- 3 Buttons
- 3 Checkers
- 3 Properties
- 3 Triggers
- 4 Item Granters
Step One
Once you have all of your devices, make three of the item granters grant the gadget of your choice. For this example, I will use evil eyes.
Gadget Granters Settings
Granter 1
Item To Grant: Evil Eye (Common)
Amount To Grant: 1
Grant Item When Receiving On: Grant Gadget 1
Grant Strategy: Don't Grant
Initial Gadget Projectiles: 0
Gadget 2
Item To Grant: Evil Eye (Uncommon)
Amount To Grant: 1
Grant Item When Receiving On: Grant Gadget 2
Grant Strategy: Don't Grant
Initial Gadget Projectiles: 0
Gadget 3
Item To Grant: Evil Eye (Rare)
Amount To Grant: 1
Grant Item When Receiving On: Grant Gadget 3
Grant Strategy: Don't Grant
Initial Gadget Projectiles: 0
IT IS VERY IMPORTANT THAT THE GRANTERS SAY INITIAL GADGET PROJECTILES: 0!!!
Now what you want to do is set-up the buttons. You can use channels or wires. If someone asks, I will add both to this guide.
So far this is what it should look like:
Step Two
Next up you will need to get the last item granter, and the inventory item manager.
Item Granter
Item To Grant: Heavy Shards
Amount To Grant: 1
Grant Item When Receiving On: Reload
Grant Strategy: Grant Safe Amount
Initial Gadget Projectiles: (Leave Blank)
Inventory Item Manager
Item: Heavy Shards
Use by default: Yes
Activate When Receiving On: (Leave Blank)
Set Maximum Amount: Yes
Maximum Amount: 1
Override Respawn Behavior: No
Show Item Alerts: No
Clear Item From Inventory When Receiving On: No Reload
Update Property: No
Make sure to use all the settings stated here. Product so far:
Step Three
Now that you have the basic stuff, it is going to get harder. Now you really have to pay attention to what I do. You will need the three properties, the checkers, and the lifecycle.
Property 1
Property Name: Gadget 1
Property Type: Number
Default Value: 0
Property Scope: Player
When The Property Value Changes, Transmit On: No Reload Time
Broadcast Value Change On Game Start: No
Property 2
Property Name: Gadget 2
Property Type: Number
Default Value: 0
Property Scope: Player
When The Property Value Changes, Transmit On: No Reload Time
Broadcast Value Change On Game Start: No
Property 3
Property Name: Gadget 3
Property Type: Number
Default Value: 0
Property Scope: Player
When The Property Value Changes, Transmit On: No Reload Time
Broadcast Value Change On Game Start: No
Checker 1
Check When Receiving On: Check
When Check Passes, Transmit On: Gadget 1 Reload
When Check Fails, Transmit On: No Reload
Check Type: Value Of Property
Property: Gadget 1
Comparison: Less Than
Value: 1
Number Of Checks: 1
Checker 2
Check When Receiving On: Check
When Check Passes, Transmit On: Gadget 2 Reload
When Check Fails, Transmit On: No Reload
Check Type: Value Of Property
Property: Gadget 2
Comparison: Less Than
Value: 1
Number Of Checks: 1
Checker 3
Check When Receiving On: Check
When Check Passes, Transmit On: Gadget 3 Reload
When Check Fails, Transmit On: No Reload
Check Type: Value Of Property
Property: Gadget 3
Comparison: Less Than
Value: 1
Number Of Checks: 1
Lifecycle
Event: Player Fires Gadget
When Event Occurs, Transmit On: Check
So far this is what you should have:
Step Four
This time, you will need three of your triggers. Almost finished! Keep going!
Trigger 1
When Triggered, Transmit On: Reload
Trigger When Receiving On: Gadget 1 Reload
Trigger Delay: 0.7
Visible In Game: No
Allowed Team: Any Team
Max Triggers: (Leave Blank)
Active On Game Start: Yes
Activate When Receiving On: (Leave Blank)
Deactivate When Receiving On: (Leave Blank)
Active Scope: Player
Trigger By Player Collision: (You Pick. It doesn't matter. Just don't put it where it can be triggered.)
Trigger 2
When Triggered, Transmit On: Reload
Trigger When Receiving On: Gadget 2 Reload
Trigger Delay: 0.5
Visible In Game: No
Allowed Team: Any Team
Max Triggers: (Leave Blank)
Active On Game Start: Yes
Activate When Receiving On: (Leave Blank)
Deactivate When Receiving On: (Leave Blank)
Active Scope: Player
Trigger By Player Collision: (You Pick. It doesn't matter. Just don't put it where it can be triggered.)
Trigger 3
When Triggered, Transmit On: Reload
Trigger When Receiving On: Gadget 3 Reload
Trigger Delay: 0.3
Visible In Game: No
Allowed Team: Any Team
Max Triggers: (Leave Blank)
Active On Game Start: Yes
Activate When Receiving On: (Leave Blank)
Deactivate When Receiving On: (Leave Blank)
Active Scope: Player
Trigger By Player Collision: (You Pick. It doesn't matter. Just don't put it where it can be triggered.)
You have finished!
If you have any questions or comments, please reply and say so. Make sure to ping me. Please complete the questions below. Thanks!
Questions
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How it works:
So basically the button grants the item, and it goes into the player’s inventory. Then, once the player fires that gadget, the property will get updated and then it will check if the gadget is in their inventory. If it is, then the checker will pass and trigger the trigger that corresponds with the gadget. Then, the trigger waits for it’s set delay amount, then it grants the ammo or shards needed to reload. Here you go @recalledMemories
Also there are two bugs. You will have to click the “r” key to reload, and currently this only works with one gadget at a time. Sorry.
P.S. :
I put all the settings in the order you see them when you look at “All Options”. For all of the triggers, on the trigger delay setting, you can customize that to make the different reload times.
If you liked this guide or thought it was helpful, a
would be appreciated! 
@G-Code549 @Turtle What do you guys think?