#Is this the best way of respawning at a random respawn point?
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for respawn points, sure. Just save the list create into a variable when player joins & room reset (or any event to ur liking that runs for everyone after the room is saved)
u could also use a int switch tho, were u definite each indice as compare values, then use random int. There're cheaper than list even compared to list variable, & obviously wouldnt need events to save variable, so saves chips
Thanks for the response!
What is the purpose of saving the list as a variable?
With the int option, would it go like: Generate number between 1-7, if it equals 5, spawn player at this spawn?
yee np :3
saving into variable stores the list as a proper structure i believe, where list create calculates it on the fly, which is less efficient (but probably negligible with cpu nowadays & will becone more so when compiler is implemented)
ye, u would use a value int switch so u would plug the random int into the switch & run the respawn just like you have now, but the output from the switch as "Spawn Point" input
I don't think I'm using it right here ๐ Is this how you use the int switch?
I also tried having the list as a variable, but the variable output won't connect to the random chip ๐ค
u need a from rec room object but it doesent work on lists 
hello darkness my old friend
nah xD config the switch and add the indices as compare values, & plug each respawn point into their respective indice like the list create. U dont need the list create
ye, works for text tho, so must just be a bug too, or the text working being a bug, thus from & to RR obj should support lists
not the text working with random from list specicifically, but ye
u could just make the input objects on the list create wired into a to rec room object right?
ye, wastes chips tho
thats y switch is just better
Thank you so much! This is such a simple way to do it, wow. Am I good to leave default unconnected?
ye, infact if ur insane with it, u can use default as expansion ports bc the like, 64 compare value limit 
heres a example for your case, & a 256 int switch
Oh my gosh, that's insane hahaha
I'm having a problem where when I shoot someone, it respawns them, but it says "no spawn points found". It also uses the doormat as a spawn point ๐
ah well, the system in place def isnt the issue, default should never be output unless the random int is out of indice range, so that just sounds like the complexities of using rec room built in respawn stuff
ye, looks good :3
Awh man :' ) it could be an issue with the other circuits so I'll check that too. If not I'll have to go back to the list ๐ช thank you for all the help!!
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yee np :3
u should configure things n such & check logs
did it work with the list create tho? There shouldn't be a issue with the switch, the random int is in range n such. Cv2 has definitely been getting very buggy lately
(I tagged you in a post T55)
getting messages for like 3 different things atm 
Oh ๐
yee xD aight now i can look
Yeah, there wasn't a problem with the list create. About that though, is the variable thing not possible?
As in saving the list as a variable?
its possible, just uses way more chips
the cpu should probably be negligible tho, if switches really aint working, then sumn is just up with cv2, maybe respawn points just isnt supported bc its a crappy built in thing. But yee. So i geuss u could revert back to your original list create that isnt in a variable, but i would really just suggest making your your respawn points n such
u could even make a system with events to always do role checking & what not
Ah, thank you! Hmm, yeah, like using vectors in the switch as my own spawn points. Thanks!
well, vectors can be costly on ink, at least they were, are they still? Well if they're, you can use invisible collision, interaction volume, or trigger volumes
I had made such a silly mistake - I had a cv1 spawning system setup but I had forgotten about it! That's what was messing up the systems, the all worked fine ahaha
Thank you!!