A lot of people believe that Sentry Interactions were completely wiped out (I personally wouldn’t call this Sentry Interactions…), and that there are no other ways to disable a sentries weapon etc etc. But this guide will show you ways to do these things.
This is [a wiki] experimental, so discoveries are still being made, feel free to add on.
Disabling a sentries gadget: Top-Down
Setup:
x2 Lifecycles
x2 Triggers
x2 Relays
1 Zone
Steps:
1st Lifecycle: Game start → Trigger (5 delay) → Relay dev: All players: sentry
2nd Lifecycle: Game start → Trigger (4 delay) → Relay dev: All players: zone act
I do this because the system hasn’t worked with anything EXACTLY active on game start, so I use trigger delays to trick the system. The trigger delays must be different timing as well, the one for the sentry longer than the one for the zone
Sentry settings:
Active on game start: No
Activate sentry when receiving on channel: sentry.
Zone settings:
Gadget fire disabled in the zone
Activate zone when receiving on: zone act
Active on game start: No
The result?
Disabling a sentries gadget: Platformer
Setup:
1 Sentry
1 Zone
Steps:
Place the sentry above the zone, he needs to be floating in the air, sentries are affected by gravity so it will fall into the zone.
Place a zone, this one can be active on game start, just make sure the gadget fire is disabled.
When you start the game the sentry will fall into the zone and it’s gadget will be disabled.
The result?
These two methods will remove/disable a sentry’s gadget
Teleportation, Platformer
Setup:
1 Sentry
x2 Teleporters
Again, have the sentry floating in the air, place the teleporters, one above it, and one below.
Teleporter 1 settings (above):
Teleporter 2 settings (below):
The result?
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The secret word is “Shockwave” if you have truly read this guide then you are reading this right now, congrats? Comment if you saw it :PP
Teleportation in Top-down:
Steps:
Place two teleporters down, the one that the Sentry will spawn on will have ONLY these settings:
And this will be the settings for the 2nd teleporter, which is where you want him to go.
Place a lifecycle, make sure it transmits on game start, and wire it to a trigger (Event occurs → trigger) (You can also use channels!). Make sure your trigger can’t be triggered by player collision, and make sure it is not visible in game (optional but better).
For the trigger I put a trigger delay of 3, you don’t have to put it for that long, but I would recommend putting it at a minimum of 0.1 since the sentry will not be activated on game start, if it was the teleportation would not work. Anyways the trigger will activate the sentry (wire: Triggered → Activate Sentry). Then just place the sentry on the starting teleporter and you’re done.
The result?
Did you notice how before the game started the sentry was on the left teleporter, and when the game did start it ended up on the right teleporter?
What is the point of this you ask? Well uh, hmmm good question…
Comment if you want a way for the sentry to be infinitely teleported like in Platformer, or just edit the guide.
Please don’t criticize, this guide is solely informational
Credits so far @VALUEX @ShadowDragon44
- Yes
- No
Edit log:
Reorganization, changed the timing of the trigger delays for Top-Down, disabling a sentry’s gadget, as it was too fast and bugged out the system, it should now work, even with one player