This may be some of the last questions I need with my game.
Note: To those who were trying to get me back active on the community forums, sorry that I didn’t respond. I stopped trying to get devices working and just focused on terrain, then looked back for device answers.
Note: I am running low on game memory and I have 15% free space left, so please give me solutions that are cheap and don’t require block code.
Teams will get points based on how long their teams last compared to other teams. What is the best way to give a team cash based on when the team is eliminated
When a team is completely out, a message is sent to everyone saying that that team is eliminated from the round, preferably a notification.
That is all I need before alpha testing, and help is needed.
For this one, do you want to grant more cash for the sooner the other team is eliminated and less as time passes, or the other way around? Once you answer that question, I can make you a system.
This is definitely doable, I’ll get you a system up in a bit.
Edit: the second system will require block code if you want to differentiate the teams.
Now make the other lifecycle listen for when the player is knocked out. Wire it to the counter and decrement it. Now you can wire the counter to the notification and send any notification you want. If you want to differentiate the teams, you have to use block code, and this is how to do that:
Then maybe try to see if you can delete some things that wouldnt be much of a difference to free up memory and maybe some of your mechanics could possibly be changed to be cheaper
I’m trying to grant cash based on when your team is eliminated like below:
1st team out = 30 cash
2nd team out = 45 cash
3rd team out = 60 cash
4th team out = 80 cash
and so on.
It is used to grant cash based on how long you outlast the other teams, not survival time. I thought the way I phrased it was a bit weird, so that’s my bad!
I think I will have enough game memory to go through this, but I will check it as a solution if it works! If you do find a cheaper memory system, please let me know!
So, there are four teams, right?
Start with a lifecycle, and wire it to four relays; each set to all players on specific team: 1, 2, 3, & 4.
Now, wire each of those to a different counter. Each relay gets their own counter. The wire should increment the counter. Set the counters to have a target of 0. Now, take a ko manager and wire it to 4 triggers, one that only allows team 1 to trigger, one for team 2, and so on. Wire them each to their corresponding counter, so that when triggered, → decrement counter. Broadcast a message when the target is reached, each to its own notification device. One says team 1 is out, one says team 2 is out, so on for teams 3 & 4. Now, as for the cash, wire each of the counters back to a different relay, set to the same settings as the original relay. This will make sure all of the team members receive the cash. Next, wire all of the relays to a counter, which updates property “teamsko?”. Now, get a property device and make the property. It should be a number property, and when the property changes, broadcast “givecash”. Another note: Make sure the property is not marked as changed when the game begins. Now, get yourself a trigger. The trigger should trigger when receiving “givecash”. Sadly, you’re gonna have to run some block code. Input this code:
Broadcast message on channel - J0IN : [ get property (teamsko?) ] [ cash ]
Now, have 4 item granters, one that grants $30 when receiving on 1cash, $45 when receiving on 2cash, $60 when receiving on 3cash, and $80 dollars when receiving on 4cash.
That’s about it…
Hope it wasn’t too long and complicated…
I probably overthought it.