Invisibility (Impossible?) šŸ¤” UPD w/ POLL

a lot of stuff in gk games are also in gkc

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not Invisbits or the device that josh uses are not Currently in gkc

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(post deleted because the scope doesnā€™t work :sweat_smile:)

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I mean, this is possible, but if we use up way too much memory.

I think my rant may get a bit long...

Yes, we can do this. First, letā€™s think about what invisibility really is. Everything is the same, except other people canā€™t see us.
So, of course, we just need to make people not see us. So letā€™s gasp not be there. Weā€™ll teleport ourselves to a direct replication of the first map. All buttons, vending machines, props, terrain, walls, you get it. Everything is the same. When the player becomes ā€œinvisibleā€, they broadcast (via block code) their channels to a teleporter placed at every square.

Part Two: Display
This isnā€™t that hard. Have a repeater (yes, I said it. If you donā€™t like it, replace it with your version of looping) that constantly broadcasts to all other players. It makes block code run so that it messages sentries to activate in their place. Also, weā€™ll incorporate team numbers so that if they are on team 1, Vortex, team 2, Echo.

Part Three: Tagging?
Well, we already know their placement. We now just incorporate distance formula and use pseudo-tagging. Also uses a property (via counter) to see which team is tagging to see if you tag them or they tag you (of course, if it is like capture the flag, that wonā€™t be necessary, we just use zones in both worlds to tell where they are).

Part Four: Interaction.
Well, if you buy something when youā€™re visible, you shouldnā€™t be able to buy it when youā€™re invisible, agreed? So make sure this is implemented. When something is purchased in either of the worlds, make sure to deactivate its duplicate in the other world. Otherwise people will be getting way too many energy generators.

Wow, that wasnā€™t that long.


One major setback though:
This only works if one person is invisible, otherwise other invisible people can see you. To solve, maybe create one invisible world per team?


But itā€™s a good skeleton for those of you who would like to continue further.

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Try using the terrain blastball floor and using a game overlay so that when an overlay is pressed, a circular barrier on the above layer a little over the size of the player activates, and using the player coordinates device, follows them. This barrier should have hex #d0d0d3 (How to Use Hex Codes in Gimkit Creative) and follows them, then deactivates when receiving a trigger channel. This trigger channel broadcasts from a trigger after a 10 second delay from the original overlay, and this trigger channel also sets off another trigger, which goes off again after a 60 second delay. This new trigger channel activates another invisibility overlay, starting the cycle over again.

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The problem is, we wont be able to see the other peopleā€¦

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Keep reading. Sentries take the place of others. So while we wonā€™t know exactly who is right there and they wonā€™t keep and accurate cosmetic, we can tell where a teammate or enemy is.

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wait, umm, so, question, I donā€™t see thatā€¦

i should make that!

Iā€™ma try that now.

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actually, nevermind, I donā€™t have the time yet.
But it should work in theory

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Hereā€™s the part about the sentries by the way.

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lol I didnā€™t see this.
(idk how :sweat_smile: )

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so moving sentries we are combining to research topics yay more brain pain

Bump! Alot of great theoriesā€¦

I made a poll to see what people think about probability!

Is it possible to put a layer over one player?

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The Above layer. Although one barrier doesnā€™t fit well with terrain.

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You could have an almost opaque barrier over someone. That makes them look like a ghost or something.

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