Questioner, item granter and buttons

Background: At the moment I am creating a game with 6 levels (using 6 questioners for each level, with a different game set). To stimulate my students, I don’t want them to just stand at te questioner and answer questions. I want them to walk around, find buttons that also triggers to answer those questions. I know how to this.

Now my question, in one level, they have to blast an enemy. I want them to get 1 item (blaster) to use on the enemy by answering 5 questions from the questioner (since that is the only option I have). However, since I have multiple buttons connected to that one questioner, each button connected to that questioner gives them right now an blaster. Which is something i do not want, i just want that they get 1 blaster by answering 5 questions right with THAT button. Is it possible to program it that way? Or should i find another creative way haha

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If you have different questioners, then they can each have their own channel whenever students answer a question correctly. Different questioners can increase different counters, and set the target value to be five on one of them.

The channel name I have is an example. You can change it to a different one.

One button shouldn’t activate all the questioners, only one should.

It doesn’t show?

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Slim your picture doesn’t work, if you didn’t know. Also, like Slim stated have each button connected to a counter that increases each button. Then have a target of 5 and have it transmits a channel to the granter to give the gadget.

It’s showing now. Did you fix it or was it on my side?

I see what you mean. It is a bit different from what I mean. You see I have 6 levels, each ‘level’ needs to be completed in order to go to the next one. So for each level I have on questioner. But standing by the questioner and just answering the questions is a bit boring so i want them to have multiple challenges for answering questions. One of them with the enemy and the item granter. But since I broadcast giving the right from that questioner to ‘release’ an item, it also gives other buttons connected to that questioner the command to release the item.

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Are you using the same channel? Maybe use different channels if that is the case.

So if I have 6 buttons, connected to one questioner, they all release the item since it is programmed at ‘giving the right answer.’ I hope this is clear?

use different questioners for simplicity and for easier debugging. I think this is what you mean.

Yeah but the game only allows me to add a max of 6 questioners in the whole game. But you are right, maybe if I do it another way it will crash the system, I’ll find something different maybe

Could you Explain this as I am yet to understand exactly what is wanted, I get whats going on but its confusing to me what exactly is being asked
I need a summary dumbed down sorry if thats a inconvenience for anyone
I want to help

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They have 6 levels in their game. They want a system to grant an item after 5 correct answers, but this can only occur on one of the 6 levels.

It currently grants on all the levels, and they need help doing it for only one.

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Couldn’t they do what you said slim?
and or could they incorporate their kits into their game without questioners?
although it would take a long while depending on the amount of questions
and then follow what you said?

Actually yeah what if they incorporate all their questions into their game

Actually later I will try something and see if I can figure it out
above me is sorta just ramblings

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don’t worry I know how to do this i will send the pictures with steps it will take me a bit

so do you mean that you want the players to answer 5 questions for an item and you don’t want every item to be dropped right? @xxdenise7

I’ll try to explain it easier? It is still a bit vague.

  • I have 6 levels, each level containing 1 questioner (6 is the max, so i cannot use more)
  • I’ll focus on level 1 now. Level 1 has ONE questioner.
  • In level 1, i don’t want my students to stand by the questioner to answer questions (it is more like an escape roomish setting), so I’ll display buttons over that level where student can answer questions.
  • In level 1, one zone contains an enemy who is blasting.
  • I want the students to enter that zone, push the button, answer 5 questions correct (from the questioner) and then get an item to blast the enemy.

But what is happening at the moment:

  • Since I transmit on the questioner that when question right, the item will be given.
  • Since it is programmed this way, each button connect to THAT questioner gives the item.

I hope this is clear?

alright let me log onto a game to take some pictures of how you have to do it channels wont work you will have to wire the manually it has happened to me a couple of times so I will get the picture rn of how to do it

You are amazing!!! Thanks!!

Add a counter. Make it so the counter has a target value of 5 and starts at 0. Now have it so when a question is answered correctly, it increases the value of the counter. Now make a wire between the counter and the item granter, and have it so when the target value is reached, it gives the player the item. Make sure all this works for each player individually.

I’m not sure if this is what you’re asking for, but I’m still trying to help if it is.

You might need a way to reset the counter value so it doesn’t trigger the item grant again. You can use zones to probably differentiate between the tasks, so that it will only activate one specific counter for getting that specific item.

Once the player’s grant the item, reset the counter so it won’t continue. Make sure you include the counter to have a target value of 5, then it resets when it reaches that value, so it doesn’t keep endlessly repeating. Does that make sense?

(Also, I’m back. Yes.)

I probably should’ve mentioned that in my post. If you want the player to use this specific counter again for any reason, make it reset when it hits its target value. You can do this by using a wire repeater (place repeater, connect counter to repeater, [Target value reached>repeat wire pulse], then connect the repeater back to the counter, [Reset counter].) or you can have it so when the counter hits the target value, it sends a signal on a channel, giving the player the item, and making the counter reset.

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devices needed Questioner button counter item granter


so you start of with making the button invisible then
then with the counter set the target number to 5

and make sure to set the count scope to player so it triggers for each player

then wire the counter to the item granter

and there you have the first level

ps you can put the system anywhere in your map just make sure the button is accessible

Yes, that makes sense. Make sure to be careful with these because they can be pretty wrecking if you repeat their pulses to multiple devices.

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