How to do some stuff involving shield and health givers

So (this might sound complicated), i want to have a sytem where once a player presses a button, they get 100 sheild, and they keep it forever even if they get knocked out (starting shield is set to 0)

Use a button wired to a trigger loop broadcasting to a health granter set to 100 shield. Make sure the scopes are all player.

I just tested this and it works, just make sure starting shield is set to 0 always.

You don’t have to with this option.

Okay it took me a while to figure this one out but this is how you do it;

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go to options

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then map options

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Scroll down and click 0%

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and do something like that. This should work, you just need to drink the shield cans.
(I don’t know if this will work.)

As for the trigger loop place a lifecycle that is set to game start, and wire it to a trigger that triggers when receiving on ‘trigger1’, and broadcasts ‘trigger2’. Place another trigger that triggers on ‘trigger2’ and has a delay of 0.05, and broadcasts ‘trigger1’

I’m currently on mobile this post is hard to format lol

Here’s what I understand: A player presses a button and gets a 100 shield, and a bonus of 100 shield is granted every time they respawn.


Step 1

Place a button. When the button is pressed, it deactivates itself and the counter increases by one.

**Make sure to turn the scope to player on the button

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Step 2

Link the button to a property. The property should be a number value with the default at 0. The property and counter should be player-scoped!

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Step 3

The Blue wire shows a lifecycle that runs a checker when detecting player knocked out. The yellow wire grants the shield when a check passes that the property buttonPressed? is equal to 1. The red wire grants the shield when the button is pressed.

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You don’t need the property though right? I just tested it and the loop continues to run even if you respawn.

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Have you tried setting a delay between the checker and lifecycle? That would probably help.

I just now realized that the lifecycle setting is for when a player knocks out another player. You would have to replace it with a zone at the respawn point for it to work in non-knockout situations.

Maybe. The game doesn’t like when you don’t announce a property type sometimes.

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