I am making a system that triggers when there’s only 1 player left on a team. Sadly the checker that I put to check doesn’t work if it’s like if it never recived a signal. But I know the siginal/channel is being send because I tested it with a barrier. (btw I put the checker to check property)
It might be because I use wires?
Could you post some screenshots of the checker & the system overall so we could get a better idea of what you’re talking about? Thanks!
Ok here’s the screenshots
2 things:
- I cannot tell what this is, and for the checker that’s not working, could I see a picture of its settings?
- You’re not allowed to post game codes, so could you edit that out of your picture? Also I will not be joining your game for that reason, but I can still help you out on here.
What happens when the check fails?
Will there be a notification that sends a message?
@builder1 What happens when it passes
nothing happens lool
Ok, I saw your other post and I assume this is part of the same system. Instead of creating a new topic you could have just asked for help on that preexisting topic haha.
Anyhow, could I see your counter settings? Also how are you lowering the player property?
yea it was part of the same system
I am reducing it with a event thingy (forgot name) that detects when knocked out (knocked out manager also broke idk why)
here’s counter settings:
Ok, so one last question, you have no relays in your entire map, so how is your player counter supposed to work?
But I have an idea of some things that could be going wrong:
- First off, your checker is looking for the property player to equal 1, but if you want all players to have chosen their role, we should be waiting for the property to equal 0.
- You might be having some AUO problems between your counter and checker. I suggest changing your checker to receive on “nowCheck” instead, which can be broadcast from your property device when the property value changes.
I ain’t finish the second part cuz this side was for the timer when there’s 1 player left the other part ain’t ready yet…
Wait, is your counter storing how many players have already selected their role?
I don’t think is AUO problem because before I had another system that wasn’t that good but activated everything correctly and now it broke
no how many players are left. Because timer is very important to the game
Ok, so how is your counter incrementing in the first place? What’s broadcasting “AddPlayer”?
a trigger with collision on that’s in a hallway
Ok, here is what you need to do (based on what I know):
- Instead of having a trigger with collision (at least tell me you’re stepping on this trigger), use a lifecycle wired to a relay for all players. This relay is then wired to your counter to increment.
- Make sure to change that checker from = 1 to = 0.






