Player and sentry movement correlation

Hello, many times sentry movement has been discussed this system takes movement of the player and makes it move a sentry. The advantages of this system are you can change the size and the skin of the player. This could be used in games like pac man or even tetris.

Guide
Step one

Make a similar backdrop then put sentrys in these locations. Set all the sentries to deactivate on channel hide. You could use any prop here.
Screenshot 2024-11-20 17.17.38

step two

Make a backdrop and place zones roughly where the sentries are as such. Make sure that all of the zones transmit on channel hide when entered. Also for this step you could use triggers I just didn’t
Screenshot 2024-11-20 17.26.48

Step three

Wire every zone to their corresponding sentry with when player enters zone activate sentry. Also for this step, you could use channels it’s just I don’t. In the end, your system should look like this.

Step four

We finish the system by placing one spawn pad one camera point and one life cycle. The life cycle should be when the game starts and attach that to the camera point now place the spawn pad as such and this should be all set

how it works

So when a player enters a zone that zone tells the corresponding sentry to activate and all the other sentries to deactivate and when a player moves zone that zone tells them the same thing. This lets the player’s movement be translated into sentry “movement”.

I would love to get community feedback of how to reduce memory.
Bye

5 Likes
  1. try using channels, triggers, and props/barriers instead of wires, zones, and sentries to reduce memory

  2. It would make the guide more useful if you could include a system to allow the player to interact with stuff through the sentry, like pressing buttons.

3 Likes

you could have the button on the player area to press then it would look like the sentry pressing it

This is good, but it has one main flaw:

  1. Moving sentries don’t carry their health. So except for making it look kinda cool, there’s not much use to this.

Also, don’t attach research to your guides.

4 Likes

it could be in an escape room you control a robot to do something the health isn’t a key factor

Yes, but that is the equivalent of animating something based off where the player is. It could be a prop and do the same thing for less memory. Sentries are meant for battling, otherwise they’re just props with faces.

3 Likes

but the player can control the prop unlike animation

You could do what you did here with props, and the prop would be controlled by the player.

1 Like

i do state that in the giude

suggestion number 2 worked and is pretty cool

I don’t see where…
I must be missing something.

Well, yes, but it wouldn’t be exact, and they wouldn’t be able to use gadgets to fire at props, sentries, and other players.

Not sure how. Pac man the sentries aren’t moving the exact same way the player is. And Tetris? There’s no shape correlation, or turning mechanism, so props are better, not player and sentry correlation.


And look, I’m not saying your guide is bad or anything, I’m think its a good explanation of a common topic right now. I’m just pointing out some areas you could tweak it a little bit, and maybe take this knowledge to make even better guides in the future!

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in step one just before the image

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Oops, you’re right. Sorry for that. I should really start reading closer. Thanks for telling me!

ok hang on?

mad mew mew fight?

tooo bad im lazy :[)

as someone who has attempted to recreate pac-man, I can tell you that pac-man IS WAY harder to recreate. especially when you try to make it very accurate.

You can make this only for 50 tiles and you’d have no memory left. I think you’re on the right track, making a sentry be a tile.

2 Likes