Disabling button after answering wrong

So for my game, I have 6 levels. Each level has its own questioner. However, I want students to have more opportunities to answer question besides just standing by the questioner (I already added the energy one). So, I was thinking of creating secret areas where buttons are connected to the questioner. However, I want to make one ‘secret’ room that if students find this, and answer 10 questions correctly the first time, they get teleporter to somewhere else. If it is wrong I want the button to be disabled, so that they cannot try again.

Since I will wire multiple buttons to this questioner, I do not want that the questioner will be disabled after not answering it correctly (like, i want my other buttons/questions to still run smoothly). Is this even possible or am I just very creative hahaha

I believe that you can use channels to do this, since you can broadcast when answered incorrectly.

Already tried something like that, but the button wouldn’t even open the questioner

I fixed it! You indeed have to broadcast everything!

Sorry to be that guy, but in the future please don’t mark yourself as the solution. It is considered solution-spamming.

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I can close the topic if you’d like instead?

please don’t mark yourself the solution, mark the post that solved the problem please.

sorry! I have changed it now!

I am sorry to bother again, but everything works with the buttons, however, if I want to use the same questioner it affects the counter/buttons and everything I set up overthere. Is there anything I can do to not get that triggered? Only when I push that button?

you might have to use a second questioner with the same kit.

I was hoping that that was not the solution lol. Since I already use 6 questioners for each ‘level’, and 6 is the max. Any other way? like using a property or anything? :slight_smile:

would using that broadcast interfere with anything else?

so what you are saying is…
enter secret room with questioner, get question wrong, disable button. correct?

if yes, i think you could do this

question wrong, ok? make a randomizer with the buttons in it.

question wrong —> triggered

when it’s triggered, it picks a random button to desactivate

if that’s not what you meant, i’m sorry. I’M TIRED

randomizer guide:== The Ultimate Randomizer Guide == (Difficulty: 🟩)

I used the broadcaster of the questioner it self, so when question is answered right then it transmits it to the counter that increments the number. reaching the number 10, they get teleported. But since i broadcasted it from the questioner itself it influence everything that is connected to that questioner. so for example I have multiple buttons connected to that questioner to work with that specific kit. however, every right answers influences THAT specific counter, which i dont want. Only when that button is pressed.
Since we can only have 6 questioners, I cannot at another one, otherwise it wouldnt have been a problem.

Sorry for being so annoying, I have been frustrated for the whole evening.

I dont even know if it is possible

but what about the incorrect broadcast . . . ?

wait nvm i got it

yeah you need a property.

that property needs to be 1 when you’re in the room, and 0 when you’re not.
when you answer incorrectly, you need to run a code block.
that codeblock should broadcast on a channel that disables the button if the property equals 1

Okay this sounds like spanish to me hahahah, but at least there is a solution!

lemme get screenshots, i’ll show it.

You are amazing!! Thankyou