I was studying the lifecycle device and discovered the option of “Player Fires Gadget”. That’s when I got the idea of using this and applying it to something incredible. If we know when a player fires a gadget, we can know when they click their screen, so knowing that, we can do something like the following:
How it works:
The lifecycle listens for the event “Player Fires Gadget” and is wired to the counter, to increment it. The starting inventory device is used to grant the player the red eye gadget(you can choose another one, make sure it isn’t one with auto fire unless you want it to be constant). Now the camera point device is active as soon as the lifecycle’s event occurs(you can make the camera point active another way if you’d like or not have one at all, it’s optional). Now run it and watch the result.
This will revolutionize gimkit creative games as we can now handle player interactions to the screen! I hope you all understood this guide enough to be able to put this into practice.
Could you link that guide here? I don’t actually remember that guide(therefore couldn’t be based on it, unless I based this on it by complete accident).
Thats strange… i searched up keybinding
And it didnt appear
Ik wingwave was the one who posted it
But it mustve been included in the weird guide purge ( yes ik it was a devices topic)
Funny thing: what if they are on mobile and they have to use the screen to move and what if they disable the weap0n then basically it wont do what you thought lol
Yes, I did think of players simply unequipping the gadget, but I’m sure they would keep it equipped if it were the only way to play a game, or something like that.
Anyway, VALUEX, the amount of different tasks a player could perform is limited to one, but when you press an overlay, it could switch between functions. Is that what’s revolutionary?
so… uh… i hate to be the one to ask this, but
what are some uses for this?
this is a great idea, but are there any specific uses you have in mind for us? [1]