I have followed several different instructions from this forum and still this problem persists.
I am trying to make it so that when you are “knocked Out” you spawn somewhere different than where you started at the beginning of the game. When I do the following;
Life Cycle (set LC to KO) → Wire–> Teleporter (set wire to event occurs/teleport player)
It doesn’t work. I have tried multiple variations and every time, I or another person is knocked out, I get a glimpse of what looks like where I want to spawn, but then I am taking back to where the game originally first spawns everyone.
To clarify, I am trying to create what “Don’t Look Down” does, in that everyone spawns together, then if you fall to far, and respawn, you don’t respawn at the beginning but “closer” to the start of the climb.
What do you mean “set checkpoint on game start”? I have a pre-game area that people spawn at before game start and then I have a game spawn area once the game starts. I should, according to some of the directions I have found on this forum, be able to set up a life cycle that is wired to a teleporter, that when a player is knocked out, they spawn or teleport to the area I set up. But, that doesn’t work. Even Google AI gives this direction:
To send a player to a respawn point after a knockout in Gimkit Creative, use a Lifecycle device set to “Player Knocked Out” and wire it to a teleporter placed at the respawn point.
Here’s a more detailed breakdown:
Identify the Respawn Point: Determine where you want players to respawn after being knocked out.
Place a Teleporter: Place a teleporter at the designated respawn point.
Place a Lifecycle Device: Place a Lifecycle device near the area where players can be knocked out.
Set Lifecycle Device:
Set the Lifecycle device to trigger on “Player Knocked Out”.
Wire the Devices: Connect the Lifecycle device to the teleporter using wires or channels.
Test: Ensure the system works by knocking out a player and verifying that they are teleported to the respawn point.
So, you put a trigger right where the spawn pad is with one max trigger, per player, and wire it to a checkpoint(where you want them to spawn), settings for wire: when triggered, set checkpoint
you don’t need checkpoints, that’s just a waste of memory.
ok so @JBurge, you don’t want to use a teleporter, you will want to use what is known as a spawn pad, and make it so it has the game phase set to “Game”
Lifecycles sometimes are a bit tricky.
First, we want to see if the lifecycle is transmitting.
when you are koed, make the lifecycle increment a counter, just to see if the lifecycle is working
There also is the trick where if you have a single teleporter with the target [put a random name here] and a bunch of teleporters scattered around the map with the group [the group name u just made]
I beleive this is the trick you are currently using, but just to double check, you did all these steps correctly right?