Welcome to my first guide!
Hey guys, welcome to my first guide :DD
Also, all codes are inactive if you must know.
Finished Product:
First of all, place a Player Coordinates device. You don’t need to change any settings. Then, place a Counter device. Change the Count Scope from global to player by clicking on it.
Wire the Player Coordinates device to the Counter.
Now, place a Property device. Here are it’s settings. The rest stay default and unchanged.
OK, now that we have our property, let’s go back to our Counter.
You’ll see a list of tabs for grouping device settings. Click the Property tab.
Alright, now you should see a Update Property setting. Click it and choose yes.
You’ll see a Property To Update section. Put the name of the property we previously placed in the box.
Place a Lifecycle. Let’s leave it at the default settings, the Life Cycle action is Game Start.
Now, you’ll see that the Lifecycle has a channel setting. Let’s put a channel there and name it StartTLoop.
Place a Trigger device.
Here are the list of things you should change:
- Create a new channel in the Trigger when receiving on setting and name it StartTLoop.
- Create a new channel in the When triggered, transmit on setting and name it StartTLoop.
- Make the Trigger Delay 5 seconds. (You can change this to your liking though)
Alright! Time for the last step. Place a Checker device.
Click the Check #1 option.
- Make it check for a Property.
- Put the PlayerMoves property in the Property setting box.
- Set the Comparison to Equal To.
- Set the Value to 1.
Now, go back to the “Featured” tab of the Checker.
- In the Check when receiving on setting, insert the channel StartTLoop.
- In the When the check passes, transmit on setting, create a new channel and name it ResetCounter.
- Go back to the Counter. Scroll while hovering your mouse (if on mobile, scroll to the right with your finger) on the tabs section. Click the Channels tab.
In the Reset counter when receiving on setting, insert the channel ResetCounter.
How this works
When a player moves before 5 seconds (or the number you put in the delay of the trigger), it sets the Counter-Linked property’s value to 1. After 5 seconds (or the number you put in the delay of the trigger), the Lifecycle will run the Trigger Loop. The *Trigger Loop *makes a Checker check if the PlayerMoves property is set to 1. If so, it resets the counter via a channel. If the PlayerMoves property is 0, that means the player has not moved and is afk.
Extra Notes
- You can add another device after the Checker to trigger or run if the check fails (which means the player was afk).
- You can use another device of your choice to replace the Lifecycle.
- I forgot to state this, but I’m pretty sure the AFK checker only works for the host, if you want it to check for all players then you can add a Relay between the Lifecycle and the Trigger and make the Relay Relay on a channel via the lifecycle and start the Trigger Loop via the Relay Channel. (This means the memory count in the title is wrong if you were to count the relay)
- Bruh, I tried out the system and it didnt’t work, I figured that you have set the Counter’s target to 1 so it won’t keep increasing every time you move.
Similar guides
Dropdown (click to open)
The Bigfootian AFK Notifier 2.0
How to make an movement check and detect if a player is afk! Difficulty 4/10
How to move a person when they're afk (1/10)
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Thanks for reading! Hope you enjoyed, and give a like if you want.