Redoing this so I can ask the question more effectively
Basically I have a property for coolant storage. it can be anywhere from 0 to 100. It starts at 100. My goal is to have 4 (technically 5) different rates at which it can deplete. Once every 2 seconds, once every 1.5, once every 1, and once every 0.5 seconds, (and once every never). For this I have 5 properties to represent the 5 different rates of coolant use. 0%, 25%, 50%, 75%, and 100%. I can effectively have the channels send for the appropiate rate of depletion I need, however I need to find a way to actually cause to depletion to occur.
Previously I used 4 wire repeaters at 0.5 second delays wired into each other with two triggers each that enable on the appropiate channel and disable on the channel that happens before and after. That did technically work, but I need to find a way to do it more efficiently if possible so I can limit the amount of memory used.
Also note that each channel also has a property that is set up to match it too.
isn’t max 7000?
that’s a little above 6 percent.
and I’m going to have 2 of these set up for two different things.
and this is only a small part of my game
yeah this is going to be my biggest map yet. I have two of this to set up, a large mine, a crafting area, a large control system, events, lots of doors, and more
A solution was marked and it’s been over three hours since any activity in the topic. This thread was manually closed by a leader since the closing timer system currently isn’t working, so apologies for any delay.