Hello! while I know there is already a guide on this here I wanted to make a new one for 3 main reasons.
- the person who made the old guide is inactive and if people got confused, they wouldnt get any answer.
- I’d like to add things that are surprisingly missing from the old one
- I’d like to add more things to the system.
Materials used.
1 button
1 speed modifier
3 game overlays
1 checker
1 camera point per room.
1 property
1 counter.
Part one: The Original Camera System.
First place a button. and then place a camera point in every room you want a camera to be. set activate point when receiving on to be something like “camRoom(InsertRoomNumberHere)”
go back to that button mentioned earlier and wire it to a game overlay with the overlay type as button and the overlay text as “Next”. next place a counter with the starting value as one, Count scope will be set to player and then place a property named “cam” with the property scope to player. the counter needs to be set so it updates the property, wire the game overlay to the counter, Triggered ------- increment counter. place a trigger with active scope to player and Trigger by Player Collision to no. wire the game overlay to the trigger and make this block code
next copy the game overlay with the text set to back, wire it to the counter (Decrement Counter) and make SURE the position of the overlay on screen is different from the other, also make another one with the overlay text to “Exit Cams” when this is clicked transmit on “camReset” wire the button to both of these game overlays set All of the overlays to transmit on camReset when clicked. then go to each camera point device and set them to deactivate when receiving on “camReset” Now we are finished with the first part.
Part 2: the new things!
Now place 2 speed modifiers keep one the same, and change one to set the players speed to 0. wire the button to the one that sets the speed to 0 and the one that sets the players speed back to 1 to be wired to the exit cams overlay like this
Button Pressed -------- Set Player to Configured Speed.
Now place a checker and set up its 1st check to be like this
and the second check to be this
then make it so that if the check fails it will brodcast on channel “reset counter” and now make the counter reset when receiving on “reset counter” this makes it so that the trigger wont brodcast for a camera that doesn’t exist. another thing you can do that is optional completely
you can make a non colideable barrier activate when the camera is opened, this is to mimic the screen of the monitor, make sure this only activates for the player using the cameras.
Finished Product
ignore the barriers, walls, and sentry, those are just part of the map I used this system for.
and with that you are all set!
feel free to ask questions in the replys section!