So you mean that the tag zone (with the respawn when tagged off) detects when 1 team touches another team, then relays on a channel(or wire) to deal damage?
Ummm, not sure how Forsaken works but why would you need a relay? The tag zone gets the 1 tagger (player tags somebody else) and then that can go directly to the damager, right? Or is like the damage being delt to an entire team or something I donât know how Forsaken works, but I donât think you should need a relay.
The relay is meant to perform actions on behalf of players. If a noli character hits a survivor on the team survivor, it needs a relay to detect when that collision occurs (aka when one team hits another while using the ability void rush. It is used to transmit signals (channels) to specific groups of players(like taking damage).
Um, so relayâs donât detect collision, and if the damage is being done to the person whoâs getting tagged, then theyâre already the triggering player for âplayer gets taggedâ, so unless youâre then doing damage to a group of people or a different person (again, no idea what Forsaken is), then you wouldnât need a relay.
Im saying that the relay is used to transmit damage to a single player (the one touching the k*ller).
Yes, but that already comes from the tag device. Relays are used to transfer a triggering player status to another person or group of people (eg from the player tagged to their whole team), but since the tag device already designates the person tagged as the person touching the killer, you donât need a relay to âhoneâ that or something of the sorts.
Ok thanks for helping me understand, @Here_to_help
does anyone know how to make a âone of each survivor onlyâ mechanic? kinda like TR:UD or SE:TD. or like alpha forsaken where you can only have one of each survivor (that means I donât need to find stacking nerfs)
What you could do is when someone selects their survivor deactivate whatever lets the next player select that same thing.
You can use a pickaxe for two time maybe. or you can use a gadget that doesnt do a lot of dmg with a long cooldown
That, wouldnât really work, since
A) we canât track gadgets hitting players accurately (for the effects)
B) two time needs a front and back stab mechanic (which I feel like is possible, just very code heavy [since youâll need to track what direction the killetr is facing and what direction two time is facing)
And well, pickaxes, thatâs issue A