Force a Player to Use an Item

Is there anyway to force a player to use a consumable off-hand?

Me when yoyo has liked every single one of my help posts but has only helped on one ._. /j

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starting inventory will this work?

No.

3 Likes

I don’t understand what this means. I don’t think my brains awake (its in hibernation)
can you explain what this means?

Edit:nvm I think I get the basic meaning.
Maybe make it so that if the players don’t press an overlay that activates that item they can’t continue the game?

3 Likes

I don’t think you can force this with an actual item, but you can have a “button” that uses an imaginary item. You can have an outside event transmit on that channel so now it’s forced.

I always thought that meant whack someone on the head haha

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Not that I know of, but I can research (yea I don’t think so)

Adding on to what @Slim said, you can have a button that acts a source for an imaginary item.

Example:

Press button: (get key)
Press another button: (Open Door) - runs check - if button 1 was pressed then proceed action
Something like that…

I did it with a shield can I’ll give a screenshot very soon

Screen recording 2024-11-04 11.34.18 AM
(no I did not click it you have to click use)

This is the concept of what I’m trying to do, so pseudo-items wouldn’t work:

Quote from the cool awesome '83 from another Help post

I had a brain blast while raking my yard. This idea probably won’t work but maybe more ideas that work will branch off this idea? ._.
If there is a way to constantly force a player to use a shield can, then (because of the shield can limit) they will constantly be unable to use the shield can until they lose shield (by taking damage) then the number of shield cans will go from 1 → 0 which would cause a checker to transmit on a channel. Then using the “Player Fires Gadget” lifecycle, you can figure out (based on range and speed) how much damage was dealt. Then it would grant the shield =can back.
Just a couple problems:

  • I don’t think there is a way to off-hand force a player to use a shield can
  • If the player moves, the shield can cancel and it doesn’t detect damage.
    Any ideas?