#Is it possible to easily store the exact coordinates of a bunch of different maker pen objects?
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You would save the objects into a animation
The only frame would be the actual building built and you play it whenever you need to
If you really need to save coordinates use a for each a bd a List<vector3> variable
Is there really not a way to have it so that like once a brick gets destroyed it regens after 30 seconds without needing to regen everything else?
You're going to need to explain what you mean
If you want something like a destructable map that regenerates all at the same time, your best bet is to remove everything, then spawn everything layer by layer
But what your doing is, efficiently, not possible in rec room
I was wanting to know how to make a system where lets say you have 200 bricks. You destroy 50 of those bricks and then 10 seconds later 50 more. I was wanting to know how to make it so instead of all 100 bricks you destroyed respawning at the same time, they respawned at different times because you destroyed them at different times, while still making it to where you don't have a bunch of variables. I ended up just doing what Ardenis said and using a animation gizmo to restore them all at once though, the respawning at different times thing really isn't that big of a feature and not worth the hassle.
If you want something to respawn after like 30 seconds you could just configure the object and have a response after 30 seconds
Its easiest to respawn them all at the same time
Any method using delays will be messed up by networking
eg. if the person keeping track of which objects are destroyed leaves
having everyone keep track leads to desync issues
having one person keep track leads to issues of losing data
Yeah something about delays, the abilities in the game use delays for the cooldown. Is there a different but similarily easy way to have a cooldown without using delays?
Locally, doesnt really matter but using a float timer is best
This just means storing a Instance Get Lifetime + X value and checking if the current Instance Get Lifetime is greater or equal to the stored value, which will always take X seconds to become true
From what it seems like you are doing you should just do this
I already have a pretty good system in place now, thanks though