How do you make a barrier, that activates once you gets knocked out in a certain point when already deactivated

In my game, there’ll be this tunnel similar to the one in AoMS, with a barrier that needs a button to get deactivated, but once you di.e in that area, you go back to the checkpoint and the barrier is activated again. But this can’t just be one time, it needs to be able to be able to do it over and over again. And there’ll be barriers that respawn you to the checkpoint there, think you’ll need a wire repeater in this sequence. And if you know how to do that barrier thing in the Volume called The Abyss, please let me know. Please help!

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Note: This method does not work with multiplayer.
Lifecycle (Player Knocked Out)
Have said Lifecycle be wired the barrier, activating it.

Can you find something that works with multiplayer?

Player enters zone → activate ko manager. Event occurs → activate barrier. Make sure that the barriers scope is player. Player leaves zone, deactivate ko manager. Ko manager also has player scope.

Does this help?

Trigger an all players relay and wire it to a counter, link that counter to a number property.
Have the counter decrement everytime someone gets knocked out.
When the counter reaches 0, reactivate the barrier and retrigger the relay.
Also teleport players to somewhere else until everyone gets knocked out.
When the counter reaches 0, also teleport every player in the other area back to the main area.

That wouldn’t work. It needs to be there when someone either respawns or teleports there.

It would work with more than one zone? For the second sentence, what are you wiring to the barrier? And in the third sentence, which zone would you be talking about? A zone that respawns you, @Toxic?

This might help How to detect that a player has been knocked out in a certain area

Lifecycle: set on [Player knocked out]
Barrier: set on [Player] scope

Wires:

Lifecycle (event occurs) -> Barrier (activate barrier)

This works for multiplayers too, I just tested this.

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Let me test this out. And @NotYoyo, are you just showing me what to do or are you adding more to what CustomCoaster said?

Both, because this method does work on multiplayers.

Nah I think hes just showing a simpler method.

I tested it out and it kind of works. I put another version of myself in there. And so when I made it past I used the other player to go, and I purposely di.ed, but the second time it was falling from the middle. The barrier wasn’t activated.

Use a lifecycle and toggle it to when player gets knocked out. Then a wire from that to the barrier activating it. Then click the barrier and change the active scope to player

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I did all of that, already.

The zone is the tunnel.

I don’t quite understand what are you saying, can you elaborate more with pictures?

There is no need to repeat exactly what other people said, only post stuffs if you can provide additional information to the topic.

Srry i didnt realise not yoyo already said that

what do u mean by certain point?