I'm having troubles with the Local Player chip to Combatant Set Health chip. When I click the button to give me health it works, but not for other players sadly. When other players click the button, the CV2 will activate but nothing for the player until I change the Local player to "Get Player By Display Name" and it worked. I would love for the local player chip to work for the other player and not just me.
#"Local Player" to "Combatant Set Health"
124 messages · Page 1 of 1 (latest)
Run it through room authority
No you have to use even definitions senders and receivers
Ok. this is what I got right now. run it through room authority and using the event sender and receiver
is this what you mean or am i doing some thing wrong?
Your doing it very wrong
oh no
You need an event definition
Make sure the event sender is set to room authority
It's set
Add a player port to the event definition
make your own health system
Combatant shit sucks ass
cv1 sucks ass
Making your own health system is incredibly easy and as long as you know what you are doing, its flawless
All you need is an int variable
Or use the huds as a variable because their local and easy to work with
Would not do that
You can
but like, you shouldnt
I do it and Ive Never had any problems in fact it’s worked better than using variables
what do you mean player port?
Player datatype
Configure it, add port, Player
Configure the event definition
ok
ok so right now the Event Sender is set to room authority. the Definition is set to player
ok now i see the problem. testing it now
ok cool it works with the button. now i just need it to work with consumables.
Alright
do you know any way to get the player name with consumable?
Save the local player into a variable when the consumable used event is fired
Cryptic do you think that would work?
Event Receiver (Consumable Used) fires for the local player when they use a consumable
So you can just use To String(Get Local Player)
Dont u already know the basics of running consumables via event receiever configured to consumable used?
yep
then when the consumable is activated, plug get local player into to string, and that into whatever needs the player's name
ok i did it. it gives it to the worng player
because you are doing it wrong
If you send an event containing the local player to the room authority, it basically tells the authority who sent the event
I know but it still gives it to the wrong player at the end
because you are doing it wrong
@whole apex Consumables and Events are different. Consumables are always local, so thats why it WOULD work in that setting, if this is for events, you can change that, thus you should refer to what Cryptic said about sending a event containing local player to room authority
Ok it's working yay but now the consumable won't go away for the player
i thought u said u knew the basics 🫲@_@🫲. Consumable Deactivate
not without your guys help. now i need to find out this problem and ill be set
like check logs, if u press on the error it will highlight where the problem is in a magenta hitbox
@whole apex You check the logs? Not sure if u saw my reply bc i was replying to myself
getting it right now
[Active Consumable] Error: port 'Consumable' is configured incorrectly.
configure the consumable constant to the consumable u want to activate
it is
and its plugged into the "Consumable" port of the "Consumable Activate"?
yep
Than id just show screenshot of the circuit
Well, u dont need the to string if you just want the Player, swap the "Get player by display name" with just local player. But other than that. It has to be a connection issue, like the constant isnt configured corrently
Unless your 100% sure the consumable being input is valid, then its a bug, where you should rejoin. If that dont work, try it in a new room, if that dont work, report the bug
ok. so i change up some connection and now i don't get the error but now the consumable wont deactivate
well only reason it wouldnt be working is if its not plugged in
that's what im thinking. i have the sfx audio connected to the Consumable Deactivate and it goe's off
Ye, so make sure its all plugged in correctly
checking all the connection one last time
ok so all connection was connected correctly. it works for my main account but not my other account. i decided to change the deactivate connection to a 30HZ connection so it will always be deactivate
it works
its more steps but it works
it's so weird. this system was working 3 days ago but stopped working
I mean, what dose the consumable even do? Because it looks like theres events and all kinds of stuff which is probally the reason why it didnt work without using 30Hz
so the consumable acts like a health potion but without spawning in the health potion using ink. the photo is what it looked like and it worked for all players. now the local player chip only works for the first person who enters the room
it would activate the consumable. detect if the consumable is active. get the current health of player and add the amount thay paid. set the health and deactivate it
well it should work for local player. And u dont need the variable, just set health to the get health added by the 100
ah yee, its cool
So im geussing this is what u first started with?
and then it somehow turned into this?
yeah. i was following what you guys were saying
but shouldn't the local player chip get the local player that activate it/
i just dropped in at the end so idk
I wonder what's happening with the local player chip then because it's not doing what it suppose to be doing
hmm well idk, but they said you need event so it can be sent to room authority right?
right
ohh, well im reading up on what the others said, and yeah, the defaults stuff is ass, i highly recommended a custom system, way easier since its actually local and stuff while the default chips for it are weird like that. Trust me, using the custom way, you would activate consumable, add int variable, and then deactivate consumable, easy as that. While with the default stuff, u do need that weird room authority stuff
literally the hardest part (which is an overstatement, thats how easy it is) is using the projectile hit event to subtract the custom health
ok. if nothing works I guess ill be doing custom health system
im not completely sure which is better tho, projectile hit event in the player definition board, or the projectile hit event inside projectile launcher boards. Id experment with it
well i need the ai to do damage
ye, but nonetheless, after activating the consumable, send the event to room authority i geuss (havent used the defaults system, let alone tried it bc it just sounds ass in the first place) with a player port like so, then on event receiever, set a player variable to the player from the port, and then hook the output from the variable to the get health and set health, and then if player is local with acting player from the player variable, run deactivate consumable
Yes but we are figuring out what went wrong from previous CV2 because it worked but stopped working
i dont like typing forever formatting things perfectly, have u seen this? This probaly the mist care i put into a response ok xD: #1065962268518522962 message
I haven’t read all the msgs under this so I’m not sure if you figured it out but this is a bug I’ve seen before and there’s nothing you can do it just won’t work for some reason
id take a 5 min paragraph than a 15-20 min formatted thing anyday but thats just me shrug xD
Maybe try deleting the consumable and remaking it
custom systems W
Fr
we fixed that issue
So have u fixed the original issue of the post?
yes and no
the combatant set health chips are bugged right now and only work when running on the room authority's circuits. "room authority" is a status automatically given to the first player to join a room and then it can be passed around to other players from there automatically by rec room.
the reason these circuits may work for some people sometimes and not at other times is likely because when it was working before they were the room authority at that time. when it isnt working now, its likely because you aren't room authority.
you can easily fix this by always making the combatant set health chip run on room authority using events. make an event definition, name it "addHealth", and add an integer parameter for "amount" and a player parameter called "player".
you can then use an event sender configured to send the addHealth event to room authority and set the amount parameter to 100 or however much you want to add and set the player parameter to the local player. then hook up an event receiver and put those inputs into the combatant set health chip
as others have suggested it is likely better to use a custom health system so you dont need to work around this bug and a bunch of other annoying stuff but if you want to use the cv1 health system then that is how
let me know if you have any other questions about it
that is how you answer a question properly, not "run it through room authority" lol. if you cant give a good explanation then dont try and answer, it will just confuse the person asking the question more
@vague whale Whenever you write anything, i just think of your deep voice reading it out xD
lol
Well most just assume they watched ur basics video, u know, have a decent understanding of authority before hand
not specifically ur video, but u know what i mean, just mentioning it bc ima fan
yeah its good to have basic knowledge of cv2 before asking questions but when answering its best to assume that people dont so that you're as thorough as possible