So in my game, after you defeat one of the bosses (yes, there are multiple bosses), you get a notification with what the boss says when they are knocked out. after this, a waypoint will activate, leading you to another area that was closed before this. I want the waypoint to only be visible to players who are in the boss fight area. Please tell me if this is also possible with notifications, because I want all the players who were in the boss fight to see it once the boss is down. Thank You!
Ok let me load up gimkit gimme a second I know what to do
@Sunkyu All you gotta do is put a zone within the boss fight area, and have so it activates the waypoint player is within the zone!
Zones tend to be unreliable if players are already in the areas of where the zone is, so I’d rather make a block system in the Player Coordinates device that detects if the player’s X and Y coordinates are within the arena. If the player is within that range, broadcast a message on a channel.
Afterwards, you can have a Notification and Waypoint device receive that message from the channel. Ensure that your Notification’s “Send notification to” option is set to “Triggering player” and your Waypoint’s “Activate Scope” option is set to “player”
um… i’m not that proficient on block code, and also, the waypoint should activate AFTER the boss is defeated, so i’m not sure how i’m supposed to do this
If you cant do block code then do this
[Sentry Knocked out-Activate Zone]
(which would have visible in game settings on, and maybe noticeable background color like gold and maybe arrows pointing at it from around it (text box → Dashes and greater and less than signs) that are not visible at game start and are on [Sentry Knocked out-Activate Text Box] for all of them
Then do
[Player Leaves Zone-Activate Waypoint]
And set the waypoint to deactivate upon player arriving at target (in waypoint device settings)
If this does not work, make sense, or needs further explaining or anything else, let me know!
So we’re going to need to use some basic linear graphing in order to achieve this.
Before you start, you need to get the zone of where this boss fight is. I’m assuming this is a rectangle so you’re going to need to find the maximum and minimum x and y values for your room. A guide like this one could help you find those coordinates.
You’ll also need to create a Property. You’re going to need to select the “Property Type” option as “True/False”, “Default Value” as “False”, and “Property Scope” as “Player”
Afterwards, you’re going to need to set up some blocks in a Player Coordinates device that update a property if the player is within the area of the boss room. It should look something like this:
Next, you’re going to need a Trigger device to help trigger the Notification and Waypoint. Set the Trigger to trigger when your boss has been defeated. Assuming your boss is a Sentry, either run a wire from the Sentry to the Trigger or let the Sentry broadcast a message through a channel to trigger the Trigger. You should also change the “Active Scope” option to “player”.
Now you’re going to need to set some blocks up in the Trigger to only broadcast a message on a channel the property is true. It should look something like this:

Finally, you just need the Notification and Waypoint devices to activate when a message has been broadcasted on the channel. Ensure that your Notification’s “Send Notification To” option is set to “triggering Player” and your Waypoint’s “Active Scope” option is set to “player”.
Now if everything is in place (and I’m hopefully correct), this system should send a Notification and activate the Waypoint when the boss has been defeated and only to the players within the boss fight arena.
Ok, I think I may use this method, but how do I get the coordinates for the zone? (if all else fails, I’m just going to make this a single player map)
Idk about the coords thing, but you won’t have to make it a single player map, because 1, my last runthrough should fix the zone bug thing so that would be a great backup, plus there are several other ways we can do this.
Just have a zone in the room and grant them an item when they enter. When a boss is knocked out, a checker checks for everybody with said item, and then activates the waypoint for them. Saves a bunch of memory and simpler than block code.
Or if zones are buggy as meepey said they can be, a good workaround would be to have to enter the boss fight area, players have to press a button, do something like have a wall maybe or a keycard gate or something blocking the boss fight area, and have a button that can make the gate, wall, etc. go away and grant the item however it needs to be set so that the visibility of the prop is set to player not team or global!
(this is if you are using Here_to_help’s idea)
Zones are only buggy if you are in the zone prior to it being activated. Since we are judging it based on if the players has already entered the zone, no bugs should occur.
Wouldn’t you rather use a Counter + Property combo instead of checking for an Item? Checking for a property the player would cause less issues due to the fact that you can’t drop a property but you can drop an item.
Use channels between the zone and counter to increment and decrement base on if the player has entered the zone or left the zone. Afterwards you’ll need a number property with “Property Scope” as “Player” and “Default Value” as “0”. Then, you’ll need to set your Counter’s “Update Property” option to “Yes” and fill in “Property To Update” to the new number property. Next, ensure your “Count Scope” option is set to “player” so when the counter changes, it doesn’t update everyone’s property. Finally, set your Checker to check if the property’s value is 1.
I will say, I’m not sure how knockouts would work. You may need a Knockout Manager. How does the player respawn when they’ve been knocked out?
I mean it works, but items are just easier + simpler. It’s basically pseudo-teaming, and everybody in there is “teamed up”. Just disable item drop, games rarely need people to drop items anyway.
Or if drop items needs on, do Lifecycle-game start, then a wire repeater that connects to a checker so, (with a delay of at least 1 second on the wire repeater) it checks for the item and if it fails the check(The player would have to have dropped the item), it grants the item back and starts the loop again, and if it passes then it goes back and starts the wire pulse again to loop it
At this point, I’m just gonna give up and just go single player bc looking back, the lore actually fits better if it’s single player. Thanks to anyone who gave suggestions on this topic!
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