I’m making a battle royale game and I need help with making a barrier not available for the host but is for everyone else. There’s a host only room and there will be a barrier that blocks off everyone but the host. I’ve looked through the barrier settings but I can’t find anyway to do it! Thanks for considering!
Add a relay, on gamestart, that relays for everyone else but the triggering player.
This is because gamestart is on the host’s channel.
There is a scope for barriers, I believe. If not, just use invisible props instead.
How would that work?
Yes, there is a scope, set the scope to “player”
I did but I feel like there’s more I need to do.
Ok I just wanna tell you a lil something
Get out a barrier and make it active on game start, set the activation scope to “player” wire a lifecycle that triggers on game start and wire it to the barrier.
Event Occurs --> Deactivate Barrier
Do I need a trigger?
But this has to be the host only.
No triggers are needed! All you need is a lifecycle and a barrier!
How do you not understand this… I can tell your more into physical design.
I’m not that great with GKC, don’t expect too much from me.
Let me explain:
When the game starts, the lifecycle transmits a signal to the barrier, but the lifecycle is scoped as the host, so it only deactivates for the host. Since the activation scope is set to player, for the rest of the players the barrier will be there.
Ok ok… How about I show you some screenshots?
Lifecycle settings:
Key barrier settings:
Wire settings:
Let me try it out.
Will it work if it’s pre-game?
It should work if you did it correctly, since the lifecycle triggers on the game host automatically when it runs, so the barrier will deactivate on the host’s view but not on others since the barrier scope is set on “Players”.
Nope, the barrier will shown to everybody in pre-game.
Then I’ll have to make some adjustments.
How would you make a button that only the host sees that teleports everyone somewhere but disappears after it’s pressed.
Step by step explanation:
Place down a button, go to the settings:
-
Active on game start: No
-
Visibility Scope: Player
Then, place down a lifecycle (you don’t need to edit anything), wire it to the button.
Lifecycle (Event occurs) → button (activate button)
Place down a relay (you don’t need to edit anything, since it was set on ALL PLAYERS
in default), and a teleporter (you don’t need to edit anything to it as well).
Wires:
Button (Button clicked) → Relay (trigger relay)
Relay (triggered relay) → Teleporter (teleport player here)
have a cup of tea and eat some bread
Last step.
Go to the settings:
- Make the button transmit on
X Channel
when pressed - Make the button deactivate when receive on
X Channel
.
Hope this helps, feel free to tell me if there are concerns or issues.
sigm
I’ll test it out now.