#Consumables not working
1 messages · Page 1 of 1 (latest)
are the consumable events the same?
did you correctly configure the correct consumable on each section?
check if they’re valid
Yeah
It just compares which consumable is the one the player uses
Every consumable constant is configured correctly
like for each section of consumable, are the events the same as all of the sections?
the error that is happening is because the consumable isnt activated to consume the consumable or deactivated to dismiss the consumable (to prevent that error from appearing if it isnt allowed to be used at that moment)
it is purely cosmetic (except in the part of actually consuming the used consumable)
Thanks a lot!
I have a question
If I activate the consumable when the room loads it will still be activated for the players that joins after the room loaded?
players that join the room after one has used the consumable?
No one has been able to use the consumable due to the error I had
I think I will put it to re-activate every time a player joins
whats the point? those consumables are timed so theres no point to reactivate it permanently
also the consumable still did its intended function but due to this oversight they got unlimited uses of any 3 of those consumables
I thinked that ''Consumable Activate'' chip was to let players to use the consumable
Is it really activates the consumable?
yes, thats how you make it consume 1 of the used consumable and mark it as active
deactivate does the same thing but in reverse and doesnt consume a consumable
something else important to note is that if the consumable activate chip is used outside of the consumable used event then it will mark the given consumable as active without consuming one of that consumable
Thanks for the tip!