I recently started working on a project called the Gim-Lympics, intented to recreate the olympics games in a gimkit style, and setting. For the first game, climbing, I wanted to create a zone that detects if all players in the game are inside it, and only then will it teleport all players to the next climb. I saw some other guides on it, and figured that a live player counter, and another counter connected to a zone, both of which connected to properties, would be able to be compared, and when they are equal, it would teleport. For some reason, gimkit seems to not like the block code that I put in the trigger, (for comparing the two properties), and such it sends the signal to teleport everyone before everyone is in the zone. I will post some pictures of my setup, can anyone help?
It could be that the channel is activating before the value of the properties change. Also, the number of players zone 1 property has a default value connected to a counter, right?
I believe I am using the right properties, and I will change it to what Turtle said, but I think that something is wrong with either the values, or the incrementation of the counter.
Alright, maybe some screenshots will help? Device settings and channels/wires?
Default value should be one for property and counter increment on channel?
The number of players property should have it’s default value connected with the counter that tracks the player amount. Then a channel would activate after the number of players in that game is determined.
I don’t see how that is different from wires, if the goal we are trying to accomplish is delaying the trigger, to let the counter make the count. But thank you, I will do that after I find the solultion.
Wires can be a bit faulty, but yeah you have to let the counter increase the property amount first before activating the block code. Right now, it is checking the values immediately, which makes both of them 0.