I already covered this in my mini-guide.
Sorry, I didn’t see.
It’s ok, I wouldn’t blame you for not reading all that
OK. So to have that effect you can make a sentry and then make it when knocked out drop the item, then have another sentry with both 1 health and quantum portals, then they will knock each other out at the same time. and there will be a item on the ground.
you know, there is a device called the “trigger” which can be triggered by collision and it has less memory, and it is about the same size as the item image…
although I do think that animation might be more memory efficient
I’m using that for my farmchain horror map that I just started making
congratulations u get a sneak peek at my farmchain horror map!
Me too it is very useful.
Tip: If you are making a horror map, use barriers to cycle day and night if you didn’t already know that.
wire the correct button/trigger to the barrier:
button pressed —> deactivate barrier
tirggered —> deactivate barrier
If you make this setup, if you enter the zone and have the right item, it’ll deactivate the barrier.
zone > checker, player enters zone, run check
Checker Settings
checker > barrier, check passes, deactivate barrier
It should work now.
you do not get it i want it swo that the exact second you get the right item it removes the barrier
Alright…
Not yet, I’ve been pretty busy recently… I’ll try soon. Sorry for the inconvenience.
do you need the item for later? or can we skip that?
This is how it should look. (I used a button to grant the item.)
Devices
barrier = default settings
button = default settings
Item Granter
(Again, I used Gimfish. Use whatever item you want.)
Wires
checker > barrier, check passes, deactivate barrier
button > checker, button pressed, run check
button > item granter, button pressed, run check
you can just get rid of the checker and link the button directly to the barrier and save 45 memory