How do you make this puzzle

I want to make a puzzle where Players must click IN CORRECT ORDER to unlock something. For example, they would have to click Briefcase > Bookshelf > Arcade Machine > Chalkboard to escape an escape room. But if they make any other combination besides the correct one, it does nothing.

Oh this is easyyyy basically if the first button is clicked then it deactivates and then repeat that process. But if the wrong one is clicked then all the buttons will activate again. Then repeat that.

Oh wait :man_facepalming: never mind

You could do something similar to what Wumpus did with Gim Dungeon where you have a popup and there’s two buttons on the popup. One button will send you to the next part and the other will close the popup. If you repeat that it would work

probably something to do with a Checker device

Yes. You can use properties, counters, and checkers. Anonymous is typing do ill ket him/her do the work lol

1 Like
new property
name: "Correct Buttons"

new counter
reset on receiving: "Incorrect"
increase on receiving: "Correct"
update property: "Correct Buttons"

repeat 4:
    new button
    broadcast on channel: "Button1", "Button2", "Button3", "Button4" respectively
    

repeat 4:
    new checker
    check on receiving: "Button1", "Button2", "Button3", "Button4" respectively
    check item: property
    property name: "Correct Buttons"
    check amount: 1, 2, 3, 4 respectively
    broadcast to channel on check passed: "Correct"
    broadcast to channel on check fa1led: "Incorrect"

hopefully it’s readable and understandable lol

Edit: I forgot to make the counter reset, and broadcasted to the wrong channel on check passed :skull:. Also, why is failed not allowed???

1 Like

Okay, I think I’ve got it.

Devices

7 buttons, 1 barrier, 1 notification.

Props

1 briefcase, 1 bookshelf, 1 arcade machine, 1 chalkboard

Steps

Barrier

Place down the barrier and deactivate it when receiving on ‘escape’. Also set the active scope to player.

Prop and button setup

Place down all the props and place 2 buttons per prop (only 1 button for the briefcase). Make them all not visible in game and make their messages all the same (like ‘Interact’).

Briefcase button

For the briefcase button, transmit on ‘bookshelf’ when pressed, activate button when receiving on ‘incorrect’, and deactivate button when receiving on bookshelf.

Wire briefcase button to the bookshelf button that is not active on game start. When button pressed > activate button

Bookshelf buttons

For the bookshelf buttons, set one to transmit on the channel ‘arcade’ when pressed, it is not active on game start, deactivates when receiving on ‘arcade’, and the active scope is player. For the other button, transmit on ‘incorrect’, active on game start, activate button when receiving on ‘incorrect’, deactivate when receiving on ‘bookshelf’, and active scope is player.

Wire the bookshelf button that is not active on game start to the arcade button that is not active on game start. When button pressed > activate button

Arcade machine buttons

For the arcade buttons, set one to transmit on the channel ‘chalkboard’ when pressed, it is not active on game start, deactivates when receiving on ‘chalkboard’, and the active scope is player. For the other button, transmit on ‘incorrect’, active on game start, activate button when receiving on ‘incorrect’, deactivate when receiving on ‘chalkboard’, and active scope is player.

Wire the arcade button that is not active on game start to the chalkboard button that is not active on game start. When button pressed > activate button

Chalkboard buttons

For the chalkboard buttons, set one to transmit on the channel ‘escape’ when pressed, it is not active on game start, deactivates when receiving on ‘escape’, and the active scope is player. For the other button, transmit on ‘incorrect’, active on game start, activate button when receiving on ‘incorrect’, deactivate when receiving on ‘chalkboard’, and active scope is player.

Notification device

Set the title to something like ‘Incorrect!’, send notification when receiving on ‘incorrect’, type can be error, and send to Triggering Player.

In the end it should look like this (minus the text saying door; I just added that to mark the door):

Let me know if you need help with this (it works!). Also, I’m making an escape room too, so can I use this idea? I’ll credit you.

People make whole mini-guides to answer someone’s question.
Funne

4 Likes

Thats exactly what I was thinking! And i understand it perfectly fine!

using your method, if a player pressed the bookshelf first THEN the briefcase then the player would see the correct button under the bookshelf. so he presses the bookshelf, activating the correct one under the arcade, so two buttons are activated under the arcade…

if the player is smart he can bug the system by pressing every button, and then the door will be deactivated…

my idea:
devices:
4 props (the ones you need)
4 buttons (to click the props)
5 triggers (will explain)
2 counters (check combination)
1 wire repeater (delay purposes)
1 notification (tells the player he failed… lol)
1 barrier

note my system uses about 0.6 percent of your map’s memory


Button01: (under the briefcase)
Screen Shot 2024-06-09 at 4.11.08 PM

Button02: (under the bookshelf)
Screen Shot 2024-06-09 at 4.12.26 PM

Button03: (under the arcade machine)
Screen Shot 2024-06-09 at 4.12.01 PM

Button04: (under the Chalkboard)
Screen Shot 2024-06-09 at 4.13.04 PM


Trigger01:
Active on game start: YES
trigger when receiving on channel: button 1 pressed
visible in game: no
triggered by collision: no
scope: player

Trigger02:
Active on game start: NO
activate trigger when receiving on channel: button 1 pressed
deactivate when receiving on channel: reset buttons
trigger when receiving on channel: button 2 pressed
visible in game: no
triggered by collision: no
scope: player

Trigger03:
Active on game start: NO
activate trigger when receiving on channel: button 2 pressed
deactivate when receiving on channel: reset buttons
trigger when receiving on channel: button 3 pressed
visible in game: no
triggered by collision: no
scope: player

Trigger04:
Active on game start: NO
activate trigger when receiving on channel: button 3 pressed
deactivate when receiving on channel: reset buttons
trigger when receiving on channel: button 4 pressed
visible in game: no
triggered by collision: no
scope: player

trigger05:
when triggered, broadcast on channel: reset buttons
scope: player
visible in game: no
triggered by collision: no


counter01:
starting value: 0
target value: 4
scope: player
visible in game: no
reset counter when receiving on channel: reset buttons

counter02:
starting value: 0
target value: 4
scope: player
visible in game: no
target value reached, broadcast on channel: deactivate door
reset counter when receiving on channel: reset buttons


other:

wire repeater:
delay: 0.5 seconds

notification01:
header: incorrect
send notification when receiving on channel: reset buttons

notification02:
header: passed!

barrier:
scope: players
collision: on
(other settings are optional)


wiring:
trigger01, counter02: triggered —> increment counter
trigger02, counter02: triggered —> increment counter
trigger03, counter02: triggered —> increment counter
trigger04, counter02: triggered —> increment counter

button01, counter01: button presed —> increment counter
button02, counter01: button presed —> increment counter
button03, counter01: button presed —> increment counter
button04, counter01: button presed —> increment counter

counter02, trigger05: target value reached —> deactivate trigger
counter02, notification02: target value reached —> send notification
counter01, wire repeater: taget value reached —> send wire pulse
wire repeater, trigger05: received wire pulse —> trigger

and you are don!

2 Likes

I feel like anonymous’s way is the easiest.

3 Likes

Okay, you’ve got 3 guides there has to be a solution in one of them right?

So true

2 Likes

his way has a problem:
the counter resets immediately after the player presses something wrong
here is something that might happen:

player presses button 4 first: broadcast on channel incorrect
player does not know because counter is not visible.
continues by pressing button 1: broadcast on channel correct
the player continues to press the buttons correctly: (button 2, and button 3)

conclusion:
the player sees the door not being deactivated so he guesses he got the answer wrong.
but the game thinks that he still needs to press button 4, when in reality, he already did.

But they are supposed to press it in specific order, right?

yes, there is a specific order, but for his idea, the turn resets whenever something is wrong, but the player doesn’t know that

So… Just use a notification?

but then the player can just bug the system, by pressing every button to see which one doesn’t give the notification…

I mean, my way is modeled after the password feature on some cars, where they have to press the correct sequence in order, even if you pressed something wrong before that. These both are different ways to make a password system ig