@RobbieWarden how are the inventory item managers supposed to work? if you have one for every player how does it know what player to do? it looks like that’s your problem to me, you have an inventory item manager watching everyone, but they are all updating different properties
the use by default is on, meaning all players are using it
The text was just to get a visual of the current property.
@Here_to_help
Ok, correct my thinking/process if I’m wrong but here was the thought process I had.
- I created 4 teams with different spawners, and a vending machine that grants bluefish.
- I made the inventory manager, set it to bluefish, basically left all the settings default except for the name of the property to update. The property to update I set initially to just Bluefish. (Then I created a Bluefish property)
- I then connected a counter to the property “Bluefish” so I could see if purchasing a bluefish updated the property.
- I pressed play to run that test. Each team in the game updated the counter when purchasing a Bluefish from the vending machine.
- So then I changed the name of the property to ‘Player 1 Bluefish’, and I told the item manager to update the property ‘Player 1 Bluefish’.
- The counter was still connected, so I hit play to see if the counter would only update it if player 1 purchased a bluefish. (My expectation is that it would not work.) Results: Weirdly enough, it updated it when player 1 and player 4 purchased bluefish, but not player 2 or player 3. I could not make any sense of that. (Did the same thing in two separate tests)
- So all of this is really just testing the property “Bluefish 1” to ensure it is holding the information I want it to hold.
- Here is where I knew I had to use a trigger or relay to connect in between the property and the counter. I used the trigger or relay to make it so that the property (Bluefish 1) would only update the counter if the correct team was obtaining a bluefish. Then I used the counter to update a new property BF 1, so I could use that property in my blocks for the stealing.
- I was rushing here because I had to pick up my children from soccer camp, but I believe I did the test solely on player 1’s property and it worked just as I thought it would. The counter only updated when player 1 purchased a bluefish.
- So then I copied and pasted the set up (Inventory manager, property, trigger, counter) for players 2, 3, and 4.
- I assumed those would work fine, and went ahead and added a steal button at each home base, with a simple, trigger to item granter where the block was super simple. (The same code as in the first post in this thread.)
- I ran the test and it did not work. My guess is that the game is not handling having 4 inventory managers all keep track of the same item, even though each of those managers is updating a different property.
I’m gonna work for the next little bit on this and see if I can crack it before I hit the hay.
I appreciate everyone’s feedback.
Ok, I re-reran this set up one step at a time to find where the hiccup was.
Everything worked beautifully with only 1 inventory manager, including other players being able to steal the proper amount of bluefish.
I added a 2nd inventory manager- property- relay/trigger- counter- property for player 2 and that is where it all broke down.
With the 2nd inventory manager and the relay, to make it team specific, what happened is that only 1 of the counters would update, while the other counter remained at 0. Also with the relay, the counter would increment regardless of who made the purchase.
So then I switched the relays out for triggers and it also didn’t work, however with the trigger, at least the counters became team specific. With the trigger, the counters would only update when the proper team made the purchase. (But still only one counter would work.)
I don’t know if there are any other alternative things to do with the inventory managers using this set-up, but right now, this way is a no go.
I guess the inventory managers will only work on a global scale even if we try to use them to make them update certain properties.
Ahh, got it. Now I understand what you mean by bank. Thank you!
The way I have the stealing configured is not super easy to do.
It requires being able to pay money to get to the item shop, to then purchase the ability to steal. (And there are many other upgrades players might choose other than stealing) And then I’ve already configured it to where once you steal, you are immediately teleported back to inside the box. Stealing won’t be able to be a free for all, and can not be easily spammed.
Inside the box- contains all 20 of the houses/home bases , and in the center of town the vending machines where you buy your bluefish, and ultimately gimfish.
Outside the box is an area that is blocked off by barriers that can only be taken down by purchasing the stealing upgrade. So after a player steals, they are instantly teleported and to steal again they would have to pay the fee to get to the store (5 bluefish) and then the fee to access outside the box.(9 Blue fish)
Did you try putting a wire repeater for each team on each stealer?
I only set up one of the stealing mechanisms and it worked perfectly while there was only 1 inventory manager.
The problems with my last setup began when I introduced multiple inventory managers. Connecting wire repeaters to the stealing mechanisms, does not solve that problem.
Okay, maybe some of your stealers have shared settings? Try checking if anything is set to global or the wrong team.
Uh-oh, may have had a breakthrough. Instead of using the basic item inventory settings, i went into the blocks for each item inventory manager and use this simple block code.
Now when Different players get bait, it only updates the players counter it is connected to, meaning that the properties I created are holding the properties I want them to!

Here is all I did. I do not know why this works in blocks, and not in basic setup, but it does.
Nice job! Does it work with the full setup?
Nooooo. I don’t understand. It works perfectly for 2 of the people. Player 1 and Player 4. And the counters do not update for players 2 or 3.
This is the setup of how it looks, where inventory updates property, which is only triggered by specific teams to counters which update the property is use for block coding.
What do the triggers in the first picture do?

Default settings except for individual team. They make it so that the counter is only updated by the specific team. Then the team specific counter updates the property to the right.
So, close. And this setup even takes account of the amount of Bait stolen.
In the other setup (in stealing resources thread) I could get people to steal the amount of bluefish a person purchased, but they could not steal bluefish that other players had stolen.
In the actual game I would not want that, because it would incentivize stealing too much, because once the bluefish are stolen they become untouchable.
Try setting the scope to teams, just for two of them, so if it fails, you can easily fix it.
No luck there. I played around with the scope of the properties and triggers changing them from global to team and random variations of each.
Next, maybe I’ll put some wire repeaters between the properties and the triggers to see if AUO is screwing something up.
so i just read through your last posts after @WhoAmI responded, starting with your though process. is player 2 and 3 still the problem, or is it something else
The problem is with player 2 and 3.
I think that my setup will work with the first and last player regardless of how many players are in the game. I got excited because i initially tested this with only 2 players, and the whole system worked perfect. Then I added in two more players.
At that point player 2’s did not work anymore, nor did 3. Only 1 and 4.


