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;
go to options
then map options
Scroll down and click 0%
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
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!
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.
You don’t need the property though right? I just tested it and the loop continues to run even if you respawn.
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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