Need help with an ammo like thing that allows a gadget to be fired when you have more than one of the same item, then not let the item be fired when you don’t have any of the required item

Here’s my problem:

  1. Zone works, but won’t deactivate when you get more of the required item

what do you mean by that

Here’s a screen shot:


Problem: the zone won’t deactivate, making the gadget to never be fired again.
What i want it to do is when you have more than 0 black seeds, a gadget can be fired. When you don’t have or have 0 black seeds, a gadget can’t be fired
Edit:

  1. Black Seed count>0: gadget can be fired
  2. black seed count=0: gadget can’t be fired

Make two zones, one allows fire, one does not
Only one is active at the same time

Thanks for the help!

Actually, it kind of works. The “fire”zone lets a gadget fire, but the “no fire” zone won’t deactivate once it’s activated.

Make sure that the code in your screenshots aren’t visible so you don’t get flagged for code sharing. (Just a friendly reminder)

Thanks for the future reference (the code already expired)

1 Like

Hey First no code but it gone (its fine)

but plz also use more spheric topic like not a one giant paragraph and if you need problems well only one gadget is allowed to one space and which makes the amno only loads by one space

Sorry for the topic length…

I tested these, no fire zones cause you not to be able to fire even when out of it, but it stops as soon as you enter a zone that allows fire

Then, how would i fix it?

As i said, also put a zone that allows fire, and deactivate the one that does not and activate this to make player able to fire

Yeah, but the zones have to be for the entire map.

You can make multiple, but yes

Ok. I did. Problem: 0 black seeds(the ammo)= gadget not able to fire

0 black seeds= gadget able to fire
Take two different gu n s for example, both of them use the same type of ammo. BUT, whatever amount of ammo you have is what you have.

Set zone scope to player, and use an inventory item manager to track the items, and transmit to zone when black seeds are 0 or moved up from 0

I did. It doesn’t work right.

How? What happened?

Well long story: gadget fires, one black seed is deducted. Black seed count reaches 0, no fireing of the gadget zone activates. Get more black seeds and zone doesn’t deactivate and/or activates fireing of gadget zone.