its just the technical syntax, parameters, exact functions of the components, etc that i am worried about
Your overthinking this, no need for those silly words unless your me
I am fairly sure for some reason this is possible I just gotta spend some time jogging my memory
Okay this is possible with a lifecycle and counters, but you need to make sure the amount of ammo the gadget has is the same number everytime.
basically
Lifecycle | Gadget fired > +1 to counter
when counter reaches (set ammo), item granter > removes item.
yeah but the problem is this:
lets say the guy gets knocked before the counter reaches full capacity
this would preserve the counter and then when a separate gadget is obtained, the counter will initiate on two instances, and yeah well everything will just be very buggy
now a way to fix this would be to use ANOTHER counter to detect the amount of times the player would be knocked out so that if it was more than 0, the original counter will either be stopped, reset, or invalidated in some way or another
the only problem is i am fairly sure there isn’t a way to tell if a specific player is knocked out, so i guess this is the main question now
a lifecycle can detect a player being knocked out but iirc not a specific one
Hmm
Okay so a knockout manager would find the player ID, and then act upon the player ID
ehh scratch that
This is a very interesting question.
I’ll look into this when i get to study hall
Boi, If Im correct, the counter can be client sided instead of global AND that the knockout manager too can detect client sided too
have we tested it out before we assumed this?
well it appears that i have forgotten that that even existed in the first place, so thanks for the suggestion i believe that will be the correct solution to this
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