Still need help on a building mechanic (kind of advanced)

I think i’ve gotten it so far, but I’ve deleted three different prototypes because every single time I build one, I realize there’s another flaw and the system literally can not be able to comprehend it without it being extremely time consuming

What I need is a building system. No I don’ t mean dynamic blocks, but let me show you what I mean

You can click a button, and it will build a wall. But after it goes into an edit mode with another button when you remove the wall.

There are two sides and you should be able to build in any area, but if there’s already a wall there, you can’t build it. But if it got edited, you should be able to build it. Vice versa

there’s 24 different walls and I want it to not be time consuming

I know there will be a lot of block code and I’m prepared for it, but I don’t know where to start, or a general foundation for what I would need to do.

Would I use properties on true or false? Or would I do something else?

I would also need each side’s buttons to be appearing on only their side, because it’s a 2 player game and the other player shouldn’t be able to use the other’s persons buttons. So you have to dabble between player scopes and global scopes

If anyone could help, I would really appreciate it, also cause this is kind of advanced

You would use true/false properties for the built/edited part to control which player’s buttons show for each slot.
the properties:
built - true when a wall is there making it physically impossible for you to build
unless through quantum tunneling
edited - true when the wall was removed in Edit Mode and is now empty
(but where did the wall go??? what happened to conservation of matter :face_with_raised_eyebrow:)

Other than that, I don’t know :skull:

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I was about to say true or false to see if a wall is just built in general at an area

because I already have the part to see which player has like the build mechanic for which team

and i’ve tried relayed but for some reason it didn’t work

Note: idk if this is most memory efficient way

So just use zones, one for each wall area
They should all broadcast on “zone1” through “zone24” when enter, and when exit broadcast “leftzone1” through “leftzone24”
AAAAAAAA

anyways, for next step, we will need:
Materials: 24 triggers :sob:
I recommend placing one trigger in each zone to make things easier
these triggers should all be default inactive on game start, active scope player, and they should activate on channels “zone1” through “zone24” and deactivate on “leftzone1” through “leftzone24”

They should all trigger on “placewall” and broadcast channel “placewall1” through “placewall24”

Now just duplicate every trigger!
You now have 48 triggers…

On these new triggers, set it to trigger and broadcast different channels, instead of “placewall” it should be “deletewall” and instead of “placewall1” “deletewall1”

Now simply make game overlay buttons, one for delete one for place, broadcasts on channels placewall and deletewall
For each wall, make them activate on “placewall1” through “placewall24” and deactivate “deletewall1” through “deletewall24”

:smiley:

You don’t really need to know whether the wall was placed or not because showing a prop that is already shown doesn’t hurt same for hiding
Just use two buttons

This system will only change the closest wall

Blockless :]

Edit: did txme ignore me or smth bc never replied to my answers for the last two topics…

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it doesn’t work for me because I have two different teams and basically it has to known if the wall has been placed, and if it has, who placed it

I’m thinking of probably making them use different button lay outs and then after a way to check which player which I’m currently researching I think player id’s would work but I still don’t understand how they work after all this time so I’m on the discord server for the forums rn

Why do you need to know?

Shouldn’t the wall be editable by both teams?

And you don’t need to know if there’s already a wall there, because if you show a prop that already been shown, nothing happens.

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Yes, the wall should be editable by both teams, but I need to know because the other team shouldn’t be able to the build the other team’s walls.

It’s okay though, I got help from rithekd, and I’ll incorporate your help too

Use a toggle button and then use a counter with a target of 2 and a default of 0. Make it reset when it hits its target use checkers to check if its property is 0 or 1. Make the button increase the counter and make the checker just change the text under the button (or make the button text be toggle wall on)

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Thank you so much to both of you guys! With a combination of both of your guys ways, I made a build system that works, and I’m currently just adding all the channels!

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