I need help with putting a waypoint on every player that needs reviving in my game. I’ve tried @ClicClac’s [1]but I don’t understand due to the removal of all photos.
This guide is the one being used.
My first thought was to make a waypoint activate on “playerTagged” and deactivate on “revival”. I know this won’t work because it’s
You could also combine psuedo teaming and a triggerloop to just brute force it. Give every player that needs reviving an item. Then, run a relay that checks for a random person.[1] If the person doesn’t have the item, rerun the relay until it gets someone who does. When it finds someone with an item, the game needs to do a couple things in this order: Add one to a global property, broadcast on a concatenated channel using said property [2] that tells a waypoint to activate when it receives on that channel and that channel alone, take the players item and rerun the relay. You need n waypoints for n that need reviving, but that should be it! Unless it gets super unlucky with finding people or with you have a large game, you could probably retrigger the relay at max speed. If not, I recommend a speed of 0.1. Judging by the game you’re making, you might want to either find a way to reuse checkpoints [3] or just have tons of extras. Hope this helps, and sorry about the pictures!
I got to here.
The granter grants a watermelon on “playerTagged” and the other granter takes one away. [Btw the item manager is just there to remove item alerts and make it pretty.]
I got confused here. Why do I need to take the player’s item? Blocks are the same as last time? word salad
@Clicclac, so you want me to take it away, then after all the people have had a waypoint, grant another watermelon?
You need to take the players’ item to take them out of the pool of people that can receive a waypoint. If you don’t, a single person could have all the waypoints pointing to them, leaving none for the people who still need one.