If i put delays on them, then players with a sweep ability i made will click the button, 1 second later it activates, and 1 second later it detects, and 1 second later it damages, it would be awful in terms of experience
I basically did that already
well lets start something new, what exactly are you making? we could see if we could possibly make something more efficient
Do you have one trigger for dealing damage, one for activating, etc? Why not put them all in one trigger?
Yeh triggers can have more than 1 block-code in it
I learned that the annoying way
Its basically a battle royal, it used to be laggy but okay, but recently its just getting unplayable
Explain this whole system with your triggers to us, Take your time if needed
I am really actually curious what you need that many triggers for specifically
I mean.. i need one for everything mostly because it makes it a lot easier to go debugging what went wrong, but mostly it will be a lot of work to go through them one by one, so ill do it if there are no other ways
well if you remember how to do the system, make a test map and test out different ways you can make it, I did that sometimes and it helped me
I do it in every type of game that has redstone, code, and Gimkit code. it just really is helpful to go test in a new map before bringing it to reality/ to the official product
For an example, i have 1 ability that does area damage via tag zone, i need one to connect to the overlay and transmit to tag zone to activate, one to have a bit if delay to deactivate the zone, one to receive signal from tag zone to deal damage, one trigger to reset the cooldown, one to activate a text saying the cooldown, one two update the cooldown by tick, and that was one of the most simple abilities in my game, and there are at least four of them per character, and there are seven characters
Sounds good , ill try
Ill mark solution when i fix it
Us Forumers will be here the whole way
so take your time we are here for you
I don’t think so, I noticed such mechanics in DLD, but in creative it is unlikely, even if you think about how different devices work, if they are not even in the field of view, also if you put 2 sentries far from the player so that he does not see them, and change their commands, they will still k!ll each other and it will be displayed, besides, if you put them on some barrier, they must definitely stand on it to see each other, I don’t think they will just fail. I worked with unity for more than 8 months and in unity they use it a little differently, in simple words they just make all the details blurry/not fully loaded and also remove shaders (there are no shaders in gimkit) here is info from google
well in Gimkit when you have a build with a lot of parts, it only starts loading in when you get into that chunk
Maybe for props and terrain but i am definitely sure that my triggers work when off screen
No devices always work? If they didnt basicaly no maps would work
I know but I think just the amount of effort Gimkit is trying to run as many triggers in that chunk it makes it struggle