Yes, unless you have the season ticket, it’s useless.
And I think that sentries would be more realistic, as they have the ability to hold gadgets, similar to the player.
The sentry has no block code or properties. Thus, you would have to make triggers all over the map and have a sentry that activates corresponding to that, while deactivating the other one. Of course there might be a method out there. However, it would be way to memory consuming to create a system like this, I tested the characters and they follow the same rule as the sentry and you’d have to spam them with triggers around the map. Until Gimkit releases a mirror device that makes objects and sentries follow what the player is doing, this wouldn’t work.
It could possibly work, however time consuming and memory consuming. It would be pretty buggy as well having lots of triggers. I just noticed the link.
You would just put triggers that do this:
trigger–>triggered—> transmit a channel to the sentry.
Have the sentry off on game start. Also, when a different trigger is activated have it deactivate that sentry.