We could use coordinate grids
yeah damage modifiers, in game music, boat props, etc.
Yes, but it would be very hard knowing where the enemy is of a player that attacks.
tried this didnt work
Use an overlay with a tracked item. Connect a repeater to a check every 0.1 seconds to make sure you always have more than 0 of an item and if the check fails the player turns to a spectator. Connect a lifecycle (player knocked out) to a trigger (1sec delay) which takes away 1 of that item
Hey, you got leader! Would you look at that!
I briefly remember when you first joined. You were a master at art, and look at you now! Incorporating layers, transforming props, and finally our first leader! I say, congratulations! Now I am content with what I have done on the forum. I have been waiting for months for this moment. Now, it has finally happened, and I am free of my will. I will be much less inactive now. This is what I say to you, congratulations, and keep up the good work.
(I’m not even kidding, but last night, I had a dream about a golden wolf with the title of “leader.” Looks like it was a harbinger of today!)
Welp, I was hoping to get leader first because mysz told me this:
Guess not.
Or you could wire the property to a checker to not use recursion. I think it induces lag.
Can I use this as a quote in my guide? Its about making things more efficient.
I’m going to change this in my guide later today
Ok.
Sure. Go for it.
This is actually a really good guide!
can i update the property value and change the health whilst in game with this?
Yes, using block code.
Is there a way to make it so sentries can still do damage to this pseudo health?
I think a Knockout Manager wired to an item granter
() could work
for my question or what?
For your question.