Little Fascination

Yes yes I know so the “sentry” would just have to be the same prop over and over
and its easier like I said earlier to do this if we have it have a set path instead of following you because we could just animate the prop moving

plus it would be Gimkit accurate as If Im correct don’t the monsters in apocalypse go for the hatch and that’s their path?

1 Like

Well, we can’t do this until we have animation. Too bad.
Unless you mean like frame by frame animation. That would work.

Yes frame by frame we do the fun little thing where we run through a cycle of triggers and or counters or so to make it move from each POS to the next

Have fun placing your 3928 props. What a fun little thing.

3 Likes

:+1: Yeppers… nah we will have a smol path for it to follow it wont be anything big as this is just for experimental fun

This was already partly explored by Here To Helps Tower Defense Guide, however I think the damage section is on hold right now, that would probably still require some pseudo systems of some sort.

1 Like

My guy, that’s exactly how my projectiles work :sob: and yeah you cant see em no kidding there cant add visuals

2 Likes

so why not discuss a little on the Damage section?

In short, we’d need pseudo projectiles and track their coordinates until they match up with the “fake” Sentry. Props themselves could work but once again we’d have to do animation which ruins the idea.

3 Likes

what makes you say it
“ruins” it?

This is probably a stupid idea, I haven’t tested it and I’m bad at technical stuffs

So you could have props, and a property–have it so the props send out some kind of message when they’re destroyed (1 hit destruction)
Then have the property connect to a counter which has a target value
And the prop gets hit x times and the counter goes up? Once the counter hits the target value the sentry is defeated.
:/ that would negate damage on projectiles though, if it did work…

A genuine system for moving sentries that isn’t memory intensive.

2 Likes

well… a prop is only 10 memory
and as long as we do not make like a overly large path for the animation it will be quite efficient

putting aside everything else to explain smth that could work with your concern, what if we had a checker and as long for say its single player (or depending if the checker is client sided or not, I think it was so ignore the single player thing) it checks for what gadget is equipped and then puts on the Damage the projectile would normally do onto the property?

1 Like

For the first time in like forever I am going to hop into Gimkit and test around
I for once will actually go into testing my theories

1 Like