Hello, chunky here. Time to get into the guide.
So the idea behind pseudo-sentry health is having a sentry at a low health, like 1. This means when the sentry is hit, it will die. But the sentry will respawn in less than a second, so this gives us a way of tracking sentry health, in a pseudo-way.
How to make it
First, grab a sentry. (duh) You may want it to have low health.
Next, change the when sentry dies channel to “sentry dies”.
Now grab a property.
Now, grab a trigger.
In the blocks,
In the sentry,
grab a repeater (or a trigger) to repeat every second, you’ll need it to update the text.
Finally, grab a text device and put it under the sentry.
In the blocks when receiving on a channel every second:
And you’re done! The sentry now has pseudo-health, useful for if you want the sentry to move.
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One step closer to chasing sentries!
Hopefully this gui…
Wait a second.
I forgot about the pseudo-player health and hit detection system.
So.. the reason why this has a research tag,
If this could be applied to players, too, that would be a hit-detection system, so we could finally implement pseudo-health for players. My idea is: We would have a lifecycle of "player knocked out". The default player health should be low. When a trigger receives on player knocked out, it decreases the value of a player-scoped property. If we could get the player to appear at the same place, using a ton of checkpoints, this would be a nice player-hit detection system, maybe for minigames using pseudo-health. I tried to implement this, however it does not work in my map. Checkpoints are also memory-costly. I'm not really an expert in player-scoped properties, so any help would be appreciated in helping me develop this player hit detection system.Feel free to make a guide for the player hit detection! I might do it faster than you though hehehehe