- Try using a trigger loop for memory efficiency.
- Use a trigger with player scope, and make it active on game start. Make it invisible, and player collision off.
- Wire the repeater/trigger loop to the trigger. [repeater runs/triggers → trigger]
- Make it so when the trigger triggers, the counter runs [make the counter player scoped].
Triggered → Increment Counter. - Make a zone for the shop. When player enters, broadcast on “deactivateTrigger” and when leaving, “activateTrigger” and like the names suggest, make the trigger activate on “activateTrigger” and deactivate on “deactivateTrigger”.
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