I don’t that’s js what I’m trying to fix, since if I do make it 100% it might spawn even when null is not active or when other entities spawn
Add a property
This will track the timer for sprinting, needs to be number property
Next, make a trigger loop, delay of one second. It should trigger itself and also be triggered when the game starts.
(You can use commas to separate different channels, so you can broadcast and receive on more than one channel.
Now place a counter, set it to deincrement whenever the trigger loop goes loopy loop. Set starting value to five
Make it reset when you sprint
Now just tie this to the original property, you have a property you can use.
In your block code, simply see if this property is 0 or lower and then you know not to attack.
You might need to change this if your sprinting is something you can turn on and off, rather than a dash. Tell me if it is so and I will edit and fix the problem.
@Gimkitsuggestor you are saved
brb lemme try thisss
eurrrr
I don’t think this works since null doesn’t spawn like right after you sprint (or maybe if timed)
and it only gives an overlay when Null is active identical to the walk button so
basically I’m saying it don’t work
This just tells you how long it’s been since you’ve sprinted.
Whenever null does spawn, you can simply check to see if you sprinted within 5 seconds.
Null spawns in and just sees if you sprinted 5.5 seconds ago? So this should work right, just check the property to see when you sprinted? Or am I missing something?
OHHHH
tysm I get it
THANK YOU FOR SAVING ME AND MY HELPLESS VICTIMS!! :>
Also, it would probably be easier, let me make a change to the guide:
Counter starting value: 0
Instead of de incrementing when the trigger loops, increment it
The current version will reset to 5 when you sprint and start counting down but I think starting at 0 when you sprint and counting up makes more sense to count how long ago you sprinted.
wait rq how do I check if property is lower or sm in block code
Late reply but if statements
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