Call of gim health help

I currently have a system set up so that when a Trigger is activated, it checks if a property is true or false, and it swaps between each every time the Trigger is, well, triggered. However, I don’t know how to make it sense getting knocked out in a player scope since Lifecycles and Relays can’t player scope.

Here’s the blocks I currently have in the trigger:

Channel “c1HealthGrant” makes the Health Granter work. I’m setting it to false afterwards because I’ll use the same trigger to detect knockouts, and THAT will set it back to true (the else block can be a fail-safe)

ALRIGHT, I’ve got a system working, however I need to figure out WHY the shield is QUADRUPLING :sob:

It might be because of something i dont know(but i will figure it out soon!

I think we may have to have it to where we have to send the person into the lobby and choose again if we don’t get enough progress

After a lot of messing around, I’ve got a GREAT system running. If it clashes when adding more systems, please let me know.[1]

For EACH character, you’re going to need:
1x Button
1x Property
1x Health Granter
1x Lifecycle
2x Trigger


Everything is player scoped, if the option is there.

Step 1: Setting Up the Property

BEFORE YOU DO ANYTHING, you need to make sure your property is right.
I’m using a True/False property that starts the game as true.

Step 2: The First Trigger

Alright, so firstly, make a button (of course). This will be the mechanism of activation. Let’s have the button transmit on “c1” (c1 being the placeholder name for Character 1)


Then, we need to make our trigger. For the settings, we are ACTUALLY going to have it receive on TWO channels, “c1” and “c1Regrant” (this one will be used later). The trigger delay NEEDS to be 1 second or the shield will try to grant during the respawn and not work.

As for the blocks of the trigger:

There are two main things to look at; The top group of the “If, Do” block, which checks for if the property is False, and the bottom group of the “If, Do” block, which checks for if the property is True. THESE CANNOT BE SWAPPED AROUND. Having the property as false until needed is necessary (I think) as a fail-safe. The bottom part lets us get to the next step: Granting the Shield

Step 3: Granting the Shield

Alright, the only thing you need to make sure of is that the Health Granter is ONLY granting shield, and that the channel sent from the first trigger (“c1HealthGrant” in this case) is the same channel that the Health Granter is receiving.

Step 4: The Second Trigger (PLEASE CHECK TO SEE IF THIS WORKS RIGHT)

NOW we need to use the Lifecycle. It’ll send a signal when a player is eliminated.


For the 2nd Trigger’s settings, you need to make sure that it is receiving the signal from the lifecycle AND it has a delay (fail-safe again)

AS FOR THE BLOCKS:

It just makes sure that the property is turned back on and the “c1Regrant” rinse and repeats step 2.


THIS SHOULD WORK, PLEASE TELL ME IF ANYTHING COMES UP.


  1. I’m making a whole mini guide for this it BETTER work :sob: ↩︎

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you can make this into a pretty good guide if it works

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Make this into a guide!

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Only if it actually works for teams :sob:
If not I could just make a guide on how to grant overshield after elimination

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ok ill try it right now

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I hope it works, I’m scared that the Lifecycle will pick up ANY knockout. However in my testing it only grants the shield if you selected the character.

it works to my knowledge

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Great! If it works, I’m going to make a guide on it :D

would i just change the c1 for like c2 for different characters

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Yeah. Those are just placeholders.

YOU CANNOT ADVERTISE OUTSIDE OF YOUR BIO!!
Please delete this post!

don’t post outside your bio!!! :sob:

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