Diving into the Realm of Collision Triggered Events, and how the Zone is Overused

This is for more advanced builders
(aka not me)

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yeah,zones are one of the least accurate devicein gkc.

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boop okay the numbers are the coords @Epi320 (sorry for the ping)

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how fast are you moving(in the game)

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umm one sec I need to check something

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THis is a very sespefic coordinate. Sometimes, if you are too fast, it doesnt detect.

also try updating the coordinates into properties, then comparing.
Like there should be a track player coordinates with property setting.

Finally, try using inequalities to make a zone.

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just checking it does work not great tho

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sorry I got a little comfused and I never use properties so… I’m not the best with them ._;

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Screen recording 2024-12-03 11.05.33 AM

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so it is working?

Anywho, good job

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yes but it is like what you said its not perfect

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yeah, maybe a trigger would work?

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yeah but one trigger can’t go every where while the player coords can

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One, really final bump

[1]


  1. I will return. ↩︎

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Coordinate devices use more memory, and it’s incredibly impractical for you to add an entire block for each “zone” you want to add. Triggers are useful for very precise placements, though I do find that lasers are better for precise placements.

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Can you clarify by waht you mean when you say

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like if you want a very precise thing detector, use lasers over triggers.

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Presumably because they are smaller, more angle-able[1], and have more collision options, I think.


  1. what’s the word again? ↩︎

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Idea:
the laser zone!
Basically a box of lasers. If they trip 1, a counter increases, if they trip another one, they reset, then we rinse and repeat.
If there are knockouts, then we can just reset the counter as well. It’s super precise and not too too memory intensive, depending on how many of them you have.


Scratch that didn’t realize lasers are 250 memory each.

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another thing is lasers are much less annoying to resize than zones, and you can’t even resize triggers :confused:

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