Yes,
Ill change it yep. This part is to get 20 characters.
I donāt think itās possible right now to make players drop items in a way that allows them to be picked up right now without huge amounts of devices or block code. However, you can definitely make it so that players lose their items!
Waitā¦
This is Battle Royale, right?
If it is, then Iām guessing players switch to spectator when eliminated. In that case, theyād lose their items anyway, so it must be meant to be about dropping pick-up-able items.
In that case, it would be extremely annoying to make, as you would have to have loads and loads of checkers, plus you might have to cover the entire map in images and buttons that get activated and deactivated unless you want to use block code.
life cycle and inventory manager
its possible with smth i just forgot
wait I found the solution:
Not possible sadly. But, if you want it like this, go to the second paragraph.
It should be researched but itās extremely difficult. The annoying part is we canāt drop any items, we can check what items they have to drop, but we canāt do the dropping itself. Like drop on the ground.
But if you want to grant into the players inventory, you would have to see who did an elimination and who got knocked out and when they pair up with each other do checkers to give the player who did the elimination the player who was knocked out their inventory with lots of checkers. If the player has a max amount of item slots, it will drop on them but not the player.
(Just wanted to add on)
Maybe to drop all of the items on the floor, the manager can detect the number of items in contrast to the number of slots, do the math, and add items to fill the remaining slots, then immediately delete them after they have been āknocked out.ā
We could do all items possible to hold in a slot added to a counter.
Then doing math x- amount of items they have and thatās how many dummy items to add in. Then we delete them and make it so the items they have drop on the ground, but that wonāt work because of AUO the order of everything of knocking out first,
Like they get knocked but itās too late to do anything. Might have to investigate into that though. If it still works like making it so a player can still like when knocked the player is knocked but they still OK IGNORE THAT
when a player is knocked, it can go through a lot of triggers to slow the thing down, and then grant lots of items on player to see if it drops in that stop. Ignore the lots of triggers parts though.
If this works, we might have found how to make items drop on knock out.
Maybe go to world settings and have the player retain all items, but when knocked out, it sends a signal to an inventory manager that completes the process above, but instead of deleting some of the items, it deletes all of them, effectively deleting items after being āknocked out.ā