Yes! So for the popup problem you can make a player counter and after the amount of seeds given out you can have a counter go up by 1 per seed and say we have 1 person and 1 seed is given we can then deactivate the trigger to stop the loop
Basically after 1 seed is given out stop the loop by deactivating the trigger and you can search for a player counter guide if you want.
So repeat the guide prosses but make new channels per role and if you need an expiation on that i can give a more in depth about it tmrw
So if you have a player counter you can have the repetition stop once the amount of seeds are given. So if 1 player is in the game everytime the check fails and gives a seed increase another counter and have both of them linked to their own property and in code with the tigger have it check if seed property and player property have the same value and it this is true then send signal on a channel to deactivate the trigger
if you have the wix you can post your game c0de and i can come help you build the system
I am still confused by this. Also something i noticed was that when it goes to a random person twice it just gives them the popup and overlay and someone else also gets it.
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wiring for this: 1st relay to item granter relay trigger grant item.
Checker to item granter: check fails grant item.
Checker to trigger: check passes, trigger. Trigger to relay2: triggered, trigger relay. Relay2 to checker: Relay trigger, run check.
player counter:
lifecycle on game start wired to a relay for all players wired to a counter under settings relay triggers increase counter.