The concept that this uses is to use player ids to iterate through the server. Since we don’t want other people interfering with our popup, it uses a few bypass properties:
Receiving for new player
In Queue
Is somebody using
The first one checks if the person wants to change their current player. The second one checks if the person is waiting. The 3rd one checks if the somebody is using it, or if the player has to wait.
So how do we make the computer do stuff to the selected player? So we input the desired player ID to a global variable, and a trigger checks if the player’s id is the same one as the global property. And from there, you can do whatever you want.
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Literally everything. I don’t have a single game that doesn’t have player IDs. They are used to identify players for anything where players need to be specifically separated.
You really only need them when you’re iterating over all the players, like when you want a player to select other players. Another application is putting them layers on teams without using the built in feature. But if you want to just identify a player, then you should use trigger activation, where only the player who you want to identify has their trigger activated.