- READ TITLE
- This is what it looks like:
- So whenever the player triggers a trigger (they r below the NPCs) the counter increments, and when it reached target. player teleports
- I want it that when a player respawns, the ENTIRE thing resets and the player has to touch the NPCs again to continue
- Don’t mind grammar or bad spelling idk lol
When the player steps on a trigger, you can use a wire/channel to increment the counter
You can set the counter’s target value to however many monsters there are, and make a wire that connects the counter to the teleporter, and set it to When [target value reached] -> Teleport player here
You can use a knockout manager for when the player gets knocked out, and when that happens, reactivate all the NPCs and reset the counter
I only have one thing to add, please do not use a knockout manager for that. Use a lifecycle set to listen for player knocked out instead.
It’s more memory efficient and it covers lasers too
How do I reactivate the NPCs?
It should be a wiring option…
Ummm exact tutorial? I d k how to do it😅
Just grab a lifecycle, set it to “Player KNOCKED (not knocks) out”, and make it broadcast on “reactivate”. Then, make the NPCs reactivate on “reactivate”.
You can make the lifecycle active/inactive on game start too, if you want me to show you. If you need pics or clarification ping me!
Go to the NPC settings menu and “all options” and try to find an option to re-activate on a channel. I don’t have NPC device so I can’t help you, so that’s the best help I can give.
use a lifecycle when player knocked out send signal.
