I have 6 triggers with a block code movement and direction randomizer and a Repeater triggering the one that becomes active to continue its random path. At the end, the door being closed would cause the trigger moving towards it would reset it back at its start point, but the door being open when the trigger moves in that direction would end the game.
Is there a better way to do this? I haven’t found anything helpful about block code randomized direction or input control for anything like this. I have no idea if what I am attempting to make is even possible.
The moving part works but the triggers are really buggy in this system; it turns on but doesn’t turn off the one(s) before it. It might just be this buggy or incomplete system I am using, though.
I wanted the randomized movement for uniqueness and replayability, but I think I am going to have to resort to a timed and set movement for the paths. The path in the picture is a small version of 1 out of 7, so even if this randomizer was possible, I don’t think the map memory will allow it.
They’re not supposed to be, though. The triggers are place holders for the sentries. When a random one activates, the previous one turns off so only one sentry can be seen at a time, and the black arrows between them show that, yes, it can go backwards.
Here are all of the planned path systems and roughly half of the current building. ..I don’t even know if a timed system will have little enough memory to be put in.
Thank you! I really wanted to try and not make it a timed thing. That makes it repetitive… When/if Sentries can hold nothing and/or walk around, that is definitely something I plan to update the map with.
No problem.
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