This is all about detecting when something does NOT happen. Like detecting if a channel hasn’t been broadcast on. Where do we even start?
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Here are some first things to do to make sure the channel broadcasts.
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ok so my first thoughts for this are that we need a tick clock. basically, if something ISNT receiving a signal every tick, then you send out a signal.
Why would this have anything to do with recursion?
all im thinking is that if a player is moving a movement meter sends out a signal every tick (i believe) and then if that signal is matched every tick youre good but if not than you know the player isnt moving
So I’m thinking about storing if the channel is broadcasted on in a trigger activation state. If the trigger is active, the channel hasn’t broadcasted. We need recursion to trigger the trigger.
First, add in a zone that gives the player an item when in it, and takes it away when leaving it. Then, place down a repeater. On wire pulse, have it increment a counter-property. Then ALSO on wire pulse, but after due to AUO, have it transmit to a channel if the item number is = 1. If true, reset the counter. ALSO ALSO on wire pulse, but after all of this, have a checker check if the property is equal to 0. If false, transmit on channel. (I just realized this might not be a tick clock)