Wild West Map: Final Mechanics

I am in need of only a few final tasks:

  1. I have tried to make it so that whenever the player gets 10k cash a waypoint gets placed on them, and when the player has less than 10k the waypoint is removed. I tried and didn’t succeed, could somebody help?

  2. I made a series of tutorial popups but they only show for the host. How do i get it to show for others?

  3. I’m gonna need a thumbnail. But THAT’s for another post!

Thanks for reading!

2 Likes

for part 1 just place down an inventory item manager with a limit and when the limit is reached deativate the waypoint.part 2 is a bug and like you said part 3 is for a different post

3 Likes

the way I do it is make a zone under the spawn point (that can only be activated once) that starts the tutorial. anybody who steps in it will get the tutorial


lifecycles are for host only, @Gimkit_Lover right? (I’m pretty sure at least ;-;.)
oh oops, didn’t see that lol

6 Likes

Use a lifecycle set to “when game starts” and then use a relay for all players for the tutorial.

That’s what the relay is for.

5 Likes

I’m working on number 1. I’ll get back to you in a bit!

I don’t think this would work? Inventory item managers don’t have an option to trigger something when the limit is reached to my knowledge.

If you wanted to do this I think the easiest way to do it would be to have a trigger that triggers every half second that starts when the game starts that activates a checker that checks if you have more than 10k cash. If the player has more than 10k cash it activates the waypoint and deactivates it if the check fails.

Lifecycle → Relay (Activates for all players)
Relay → Trigger (Activates every half second)
Trigger → Checker (Activates/Deactivates Waypoint)
Checker → Waypoint (Activates if check succeeds and Deactivates if not)

1 Like

All done!

Here ya go.
  1. Create a waypoint and a property. Set the property to have the default value of ‘none’. Set the waypoint follow player, and to start following and activate on ‘Activate waypoint 1’ and deactivate on ‘Deactivate waypoint 1’.

  1. Copy and paste both the waypoint and property a couple times, like so:

Then change all the numbers in each copy-pasted version. You can have more than 3 if you think more than 3 players will have 10k at a time. (Don’t make more than 5, as we won’t have space in block code later.)

  1. Create a block in the inventory item manager for cash. Set it up like this:

The long conditional statement that gets cut off looks like this:

long ahh line of code

You should have one of those elifs for each waypoint, just switch out the numbers for each one.

  1. Make a second block in the inventory manager and set it up like this: 'Cause I’m using too many pieces and they DON’T HAVE LOOPS RAHHHH

Again, you should have one elif for each waypoint. Make sure you change the numbers to the right ones.

This should work! let me know if it does. (Kinda off-topic, but I realized that there is literally an option to clear items from inventory, so you could set the inventory managers from the knockout stealing mechanic to clear items when recieving on ‘Remove items’ instead of doing that weird thing with the item granters.)

3 Likes

However your setup transfers the items to the other player, unlike what the basic option can do. Also, I’m going to test out your waypoint idea!

Nice!
What I meant was that instead of telling the item granters to grant -99999 items when recieving ‘remove items’, have the inventory managers clear inventory on ‘remove items’. This shouldn’t interfere with the item stealing. But hey, if it works, it works!

1 Like

I tried something of that sort, but it didn’t work. I might try it again!

I unfortunately couldn’t go for only five waypoints so i used an alternative system where there is a notification alert every time someone crosses the line. I’ll mark your thing as a solution as to not solution farm :man_farmer:

It’s all good.
Did you get your other problems figured out at least?

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