#How to tell a circuit when an object breaks.
18 messages · Page 1 of 1 (latest)
I was hoping there'd be a better way but I think I figured it out, thanks! you pointed me in the right direction.
Is an object valid while it's broken?
I tried counting objects with a tag but the it still counts them even when broken
If there really isn't a way to tell when they broke you'll have to use tag and make a circuits that detects it
Ig you could use a 30hz that adds a tag if :
-Object doesn't have broke tag already
-Object is Not equipped
-Object velocity (magnitude) is greather than x
- spherecast to see if it's coliding with another object
When all of this are true then add tag broke
@fresh aurora
Don't have any other idea sorry.
For the velocity you need to do some test.
I’ll try that Thanks!
Did it work @fresh aurora
Haven’t done it yet lol, I’ll let you know if I do
If that does not work, then just give the object a tag.
Then use a Get First Rec Room Object with Tag chip with an Is Valid chip.
I am not too sure but I think the Is Valid outputs False when the object is broken.
If this does not work, then you could still use the tag with a Trigger Volume and use the Object Exited.
However, if neither method works, then BasicGD's methods are best.
Oh wait, disregard what I said, didn't see the previous messages, sorry!
Oh if you didn't do it then nvm the spherecast i meant overlap sphere
Did you do it?
Idk he got it before that