How do you make it that:
If you get knocked out by a player/sentry:
If a prop of my choice isn’t destroyed, you respawn and you get a Zapper, but if its destroyed you become a spectator.
If you get knocked out by a laser:
If a prop of my choice isn’t destroyed, you respawn after 3 seconds and you get a Zapper, but if it’s destroyed you become a spectator.
Game ends when only 1 player is a player.
When knocked out,(life cycle) to a checker, and check if you have (random item) = 1 if failed, than switch team into a spectator and you get the random item from destroying the prop. if passed, than respawn and grant the player a zapper
If knocked out by a laser, just do the same thing but when player hit.
Lifecycle(knocked out) → Checker
The checker should check for lets say for example money
Money should be more than zero
Checker → team switcher
set team switcher to spectator when check failed
Checker → respawn device
Checker → item granter
item granter should be set to a zapper
Player hit(laser) → Checker
The checker should check for lets say for example money
Money should be more than zero
Checker → team switcher
set team switcher to spectator when check failed
Checker → trigger
Trigger’s delay should be at 1
Trigger → counter
counter’s goal should be at 5
Counter → respawn device
Counter → item granter
item granter should be set to a zapper
and here for the last question
made by potato 1 ↩︎
Its a bedwars map, isnt it? There are plenty of guides for those on the community made guidelines category.
Does it matter which item is used for the check?
if it says random then it doesn’t matter
Let’s say we have a team [n].
Place down a lifecycle, a trigger, and a team switcher.
The event for the lifecycle should be “Player Knocked Out”.
The trigger should be deactivated on game start, should have no player collision, should be “team-scoped”, and should be not visible in-game.
The team switcher should switch the players to the spectator team.
Wire the lifecycle to the trigger, and the trigger to the team switcher.
Now place down a relay, and it should relay to all players on the team [n].
Wire the bed to the relay, so that when the prop is destroyed, trigger the relay.
Wire the relay to the trigger, so that when the relay triggers, it activates the trigger.
That’s literally it. Basically, you break the connection with the lifecycle and the team switcher by adding a trigger in the middle, so that players don’t become eliminated when their bed isn’t even broken. However, when their bed is broken, the system works again, because the connection between the lifecycle and the team switcher is restored when a player’s bed is broken.
-Wingwave told me this and it really works and is very easy to make if it does not work it probably means you wired something wrong
and for the zapper just place down a starting device and make it a zapper Im pretty sure you dont have to wire it to anything
I made all players lose gadgets when they respawn, so that doesn’t work.
ok you don’t have to place the starting device then
wait didn’t you want them to have a zapper on spawn though?
Yeah, I do but I don’t know how.
Does anyone know the laser part?
I added it
Could you explain the laser part again?