How do you make it that when a primary call to action button is pressed in a popup, a player loses 1 energy when he (s)hoots, but if the secondary call to action button is pressed, that lifecycle is “deactivated”?
can you make it more understanding
oh btw there is no way of - energy at the moment just health well you could try doing this
primy actoin clicked-vending(cost energy and no item reward - then add a secondary
but i dont think you can do the s(hoots part - it wont work us ww dont have any thing for that yet thats basical caled wepoen custimiser
I mean the item
i know this complicated
hay sythic what do you think
Have the lifecycle with the settings “when player fires gadget” wire or channel up to a trigger which isnt activated until the player clicks the primary call to action. Then have nothing activate for the second call to action but just deactivate the trigger.
Also link the trigger up to a item granter set to -1 energy.
Basically without the popup being touched nothing will happen because the trigger isnt active and wont relay to the item granter. And if the first one is clicked the trigger activates and it completes the relay to the item granter and takes energy when the player fires. And if the second one is clicked the trigger deactivates again.
Just make it when primary pressed broadcast “Primary Action” and then repeater (or trigger loop) lifecycle - when player sh.oots, item giver when receive on “Primary Action” grant “-1” Energy.
Then if secondary pressed broadcast “Stop” then when repeater (trigger loop) receives “Stop” stop repeater (trigger loop).
I’m going to say make a channel for the primary call to action that activates the lifecycle and for the secondary one make a channel that deactivates the lifecycle. I’m not sure,
Or now that I realize it’s a lifecycle (duh) you would just have to make the secondary activate another lifecycle that grants +1 energy therefore shutting it off.
I changed the title to be more clear
Make a trigger, with player scope, collision off, visibility off, deactivated on game start.
Then make a lifecycle (Player fires gadget) and wire it to the trigger. (Event occurs → Trigger)
Then wire the trigger to an item granter (-1 energy). (Triggered → Grant Item)
Make the popup.
Wire it to a wire repeater. (trust)
(1st call to action pressed → wire repeater.)
Then wire the repeater to the trigger.
(WIre repeater → Activate trigger)
Then wire a popup to a trigger.
(2nd call to action pressed → Deactivate trigger)
Thank you, I’ll test it now
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That works! Thank you!
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