#Anyone know a way to check the closest player to a circuitboard without anything that uses ink?
12 messages · Page 1 of 1 (latest)
Overlapsphere > List Get Element (0) > Collision Data Get Player
Make sure to make it not detect objects
Nono i need it to detect how close players are to the circuit itself without using ink. I don’t thiiink it’s possible but i’m asking around just in case. Don’t overlap spheres cost ink?
@ashen mist?
oh and i should also clarify, i want it to be “spawnable”, as in, an invention, so no beta stuffs.
@spice sun
First picture
So, first you'll need to find the position of your circuit board, which you can do by placing a vector component at the same position as your circuit board and getting the position.
Second picture
Then use a vector create to enter those vector coordinates and then use the overlap sphere method, you can delete the vector component now since you've entered the vector coordinates in the vector3 create chip.
This doesn't use any ink and it's not using any beta chips. Do keep in mind that moving the circuit board require finding the new vector3 coordinates and entering them again.
Nono i’m trying to avoid using ink. I was wondering if there was somehow a sneaky way to get a relative position without actually needing anything ink-consuming to be there.
This isn't using any ink. It does need a little bit of ink at first but in the end it doesn't use any
If i used a vector create it would only check it from a pre-decided position, i’m trying to see if there’s any way to just check who’s closest to the circuit, regardless of where it’s spawned
since i want to upload it as an invention.
This is pretty much the closest you can get to what you want to achieve unfortunately.
You could just like spawn a vector component and use all your circuits inside of that circuit board and get the closest player to the vector component. It'll use some ink but it's not much at all. ~0.30% ink