repeaters?
repeaters go down to 400
xD yeah i know i do in fact use repeater loops

repeaters?
repeaters go down to 400
xD yeah i know i do in fact use repeater loops

that word is banned. never mention it here unless absolutely necessary.
wdym repeaters
likes every post here
oops forgot wires
and forgot player coordinates
and another block
should be all now
your system takes a lot more than 3% memory
remember, you have 20k memory of sentries
The one thing that i would want is if I had a gadget and hit the sentries, the health isn’t shared, so’d it would have to be OHKOD or invincible.
I love repeaters, I spammed a map full of them because they are so awesome, I even got rid of all the triggers and props in my map because the main attraction is the repeaters please don’t cancel me twitter and please help me. I found a repeater in my McDonald’s happy meal.
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what am I supposed to say?
I wonder what @Shdwy would say
anyways lol
I mean using props instead of using sentries
And @T_Sonic54 I used my previous guide on pseudo-sentry health, that should do it
using that guide,
1 property
2 triggers
1 block
1 lifecycle
1 checker
I think
i’m sorry what
how do you make a sentry chase you with no sentries
Make a prop chase you
but for this guide it’s for minigames like pac-man.
but like
that’s not what the guide is on
why do we need to be chased by a prop
Because I said so.
and also to save memory as a secondary reason.
Guys let’s not argue here please
I just read it, and I don’t really think the two would be compatible together.
i also don’t really think that you can give sentries pseudo health like you can do with a player
the guide just confused me
We would have the checker send on a channel to deactivate the repeating trigger, so that would make the sentry “dead”. We could then activate the trigger again to revive the sentry.
But that would have the same effect as if the sentry was one tapped and turned off the entire system. Not exactly pseudo health
I finally figured out how it works (i think)
but when you ‘kill’ the sentry, it’s not dead, which isn’t slick. it feels slipshod at best
then it comes back and bothers us again
Guys did you even read the guide fully
How it works, when any sentry dies by a “tap” you decrease the value of a property (or counter) when that property reaches 0, you deactivate the repeating trigger.
So this means you have to “kill” the sentry many times, decreasing it’s shared pseudo-health each time.
we did read it
problem is, you knock out the sentry, then it comes back, and you keep doing that, and it looks bad
it’s kinda like that one guide that simulated an item spawner by having 2 sentries knockout each other: just a mid concept
but the sentry has 1 hp so it gets knocked out on hit. is there a better idea?