Variables/Triggering Player Difficulties [RESOLVED]

is anything different other than the properties between the setups

No. After I got Player 1 and 2 to work, i just copied and pasted all the devices. I just went in and changed the names of the properties/triggers/counters to reflect the correct team to correspond with.

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can i see your map settings?

@RobbieWarden did you see my question

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mmm, didn’t get what i was hoping there, let me think of what could be happening

I think I finally figured it out doing it the way I was doing it at the start of this thread. One second, the coding in the blocks is long and tedious. Will post it in a minute. I am like 99% sure this will work.

Ok, so here was setup attempt #2.

With this setup, each player goes to the vending machine to purchase the resource (in this case bananas.)

Then the team dependent triggers update the counters that are only for each team. From there the counters update each teams’ property. (Team 1 Banana etc.)

This was great, and this allowed for stealing of all the bananas a player had purchased from the vending machine, however the property did not know to update when the player/team stole bananas from somebody else.

Below is the solution to that problem, I think I figured out. (About to test it, and then copy paste it 3 times) The code is completely logical, and all the variable are getting and sending real values.

With this set up, I am creating a variable to account for the amount of bananas stolen from the player, and giving them to whoever is hitting the steal trigger in game.

Then I am updating the triggering team’s property by using another variable set equal to the triggering team’s number. That property then adds the amount they just stole to the amount they already had.

And with that, people should be able to steal in game, and get the amount of bananas equal to the amount the player actually has.

Just need to test it, then tie up some loose ends to make the player who was stolen from have their bananas go to 0.

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will they start with cash?

Nah, they get it through an item spawner that everybody has in their homes.

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ok, well did it work

Victory!!! Finally figured out how to steal items from others!

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yayyy! epic, what else do we have to do…

Everything else I’ve already figured out a few weeks ago.

Right now (With the setup I just posted) when you press the steal trigger at the person’s home base, you steal the amount of inventory equal to what they have, but it isn’t true stealing because they actually keep the item.

So, I’ll have that steal trigger broadcast a message on a channel that will force the player being stolen from to teleport on top of another trigger, that is hooked up to an inventory manager that will set their amount of the resource to 0.

Already tested that last week, and it works, just have to reconfigure this, test it.

Then I have to go back into my original game, and set all of this (stealing) up with 20 teams. (I’m a little nervous because that game was already at 83% memory usage)

You did it! Congratulations! Your class is going to have a fun map!

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Thank you! I hope they have fun with the map, and it spurs them on to create ideas to tinker around with.

I finally had time to set up the complete system (with only 4 players) and test it out, and it works exactly like I wanted it to.

I did change up one thing. In order for the victim to be stolen from, instead of teleporting them to a trigger , I just had the trigger that was pressed to steal from them send a message out on a channel, that another trigger received. The receiving trigger was connected to a team specific relay that essentially told the item inventory manager which team to clear the inventory of.

Looks like this.

image

And the total memory usage from the entire setup was 3% for 4 players. So for 20 players I would guess about 15%.

I might need to remove the zones in my game that prevent players from being shot at in their own homes, but other than that. Smooth sailing to completion of the mode.

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Someone change this to resolved? (or is it not)