Situation:
Player picks up two flags, or b0mbs, and brings them to the other player’s base. When entering, it starts a 10-second timer, and when it ends, it respawns the bombardier, deducts points from the other player, and returns the flags to the bombardier’s base. But, if tagged before the timer runs out, the flags are dropped, and the timer stops, preventing the loss of points. Seems fine, right?
Well, no, because one of the flags (basically it gets duplicated) will still be kept by the bombardier, the timer won’t stop and deducts one point. I’ve checked all of the channels, and they are correct and should theoretically work, as I’ve just recently returned to this project of mine, and I remember it working just fine.
Channels work like this:
Tag zone - player tagged > drop blue b0mb (blue flag)
Blue flag - when picked up transmit on > blue flag picked up (gives player an item that allows you to go to the other base, to stop teammates from wasting time by going over to the other base without b0mbs.)
when flag dropped > blue b0mb disarmed (stops timer)
drop the flag when receiving on > drop blue b0mb
return to base when receiving on > blue b0mb blew up (when the timer successfully ends)
and then an automatic return to base at one se
cond, so the b0mb still has time to blow up after being tagged. But, that isn’t the problem, because the flag is dropped when tagged, but is somehow duplicated upon respawn, and then deducts a point.So, did I goof, or no?
This happens with the other team as well, and it’s only just one flag on each side.
I could also post the channels in the timer if needed.
Also, there might be a chance I won’t respond, as it is late, but I guarantee I will respond tomorrow.
explanation for my yapping session
I couldn’t post the gif that I recorded that showed the whole dilemma I was facing.