Intro
The item spawner. Does it really spawn items? It really doesn’t. Think about it. It spawns items, but only after the player picks it up. Ya ever wanted free tractors? Yes please! that to happen? Well, I figured out a way to do this! Anyways this guide is for @leahciM.
Making the Main Trigger Loop
Anyways this is the yummy main system.
Lifecycle
Game Start. If you need an image for a device with 2 settings… go get some help.
Counter
It also updates the property “numItem”
I also forgot to put that the counter resets on “resetCounter” lol.
Lets start the wiring. [jnksahbi]
[lifecycle] Event Occurs → [trigger] Trigger
[trigger] Triggered → [counter] Increment Counter
Theres also a channel that’s broadcasted when the property changes it’s value.
There ya go!
When the game starts, a trigger loop is started. Then, every time a task is run, a counter is incremented. When that’s incremented it’s updating a property. Ez explanation chat.
Making The “Spawner”
Theres an item image. The settings aren’t the same for everyone. It can be whatever you want, just make it active on game start and global scope.
The text just has to be global scoped.
But it does have some blocks!
All this does is show the number of items that’s availible for grabbing.
Now, grab an item granter.
Wire the button to the item granter. [button pressed → run wire pulse]
All this does, is grant the player the amount of bananas up for grabs, and then reset the counter and the property.
There ya go, an item spawner that spawns items continually.
:D
Have a nice life.