Health Track System (Damager and Lasers)

Im going to blow your mind here ok so think about it! The inventory can be more than just seeing how many of an item(s) you have. Items are one of the MOST underestimated things in Gimkit.
This guide is mainly for those forsaken game makers.

Guide Goal

This Guide is more of an info and guide than a systems guide. My main goal is to teach users that items have such an important role than some currency like the cash item or for crafting but something MUCH bigger! This guide will have 3 parts.

Main Guide
  • Section 1
    Think outside the box for a sec… We can use an item to track a players health as long as we make them take damage from lasers or any device that will do damage (same with healing).
  • Section 2
    When a player spawns in start them with the max health the player should spawn in (By default 100). Now what we need is to have a checker constantly check (on a player scope) how much of that item the player has.
  • Section 3 (Damage Device)
    If you used a damage device this is the best way. If the player take 30 damage from the damager all you need to do is take away 30 of the item to! And the nice part is the player wont have to open the inventory to see their health.
  • Section 4 (Lasers)
    You will need zones for this! When the player steps in the hitbox of the laser what you can do is SIZE the zone to that. (May be hard but mess around with it best you can). Then when the player steps in the zone take away the item amount of the laser damage!
    Example) Laser does 40% Take away 40 of item.
Explaining

What the main idea is to have checkers constantly check the players item amount we used for the health then if you want a low health system we can change the players speed screen and more.

Explore

Think about the other ways we can use this! The possibility’s go beyond 100!

2 Likes

Only thing I need to say about this is grammar. Otherwise, adding on, if we’re using a damager device, couldn’t we just use a property and some block code? Though this would be slightly more efficient…

3 Likes

It’s an interesting concept, but I personally think you should’ve waited till the guide was finished, so that it would be easier to understand, and not just a big block of text. While you did put bullet points, I don’t know if it was enough… Love the idea though, bro.

5 Likes

Where are my pictures and dropdowns :sob:

7 Likes

What happens if players use more than 100 health on their map and/or reach the max item limit?

5 Likes

That’s why 100 would be a recommended and the max item limit IS WAY over the max health amount

This is more of a explaining type guide

it would take up more space on the map.

Yes its less of a mess but if you are using the system for a big map and you wanna save memory then this would be your option

1 Like

No way you got the same idea than me few months ago

Colton question could you help me? Like my system that I made broke so could like help to fix it? (I tried to make ‘‘hat fix’’ but it breaks every-time.) :confused:

Sure! make a help topic then ping me!

1 Like

True, I did use it for a bedwars test Map I made. When bed destoryed give team banana then when you oof, if banana found SPECTATOR MODE.

Also is this more as a step by step guide or a “concept” guide.

I also wanted to add that the inventory is just to hold items so other stuff like item trackers and managers can store them globally and so you know what you have

1 Like

Maybe controlled tag zones could work, lets say a tag zone did 30 damage, when tagged → give 30 banana or whatever.

1 Like

Thats the system with the damager!
If tag zone has a damager wired to it just wire a item granter along with it.