#How To Make It So Players Lose Health Every 3 Seconds Inside A TV
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Is⊠this a statement?
How To Make It So Players Lose Health Every 3 Seconds Inside A TV
shhhhhhh
I also want a system to randomize trigger volumes(10) [different from the one that loses health] and if someone enters the wrong one (9) that die, if they enter thee right one (1) they live
What do you mean by âInside a TVâ
Event receiver "Update 30Hz" > delay (3s, connect after delay to cancel input and use cancel output for next step) > for each (connect players from trigger volume) > if player is local and valid (connect player from for each output) > damage that player (i hope you have hp system)
just a reg game chip
not a system
when players are inside a trigger volume it happens
Oohm⊠you probably wanna swap to CV2 health
and how would i do that
đ
Do you want weapons in your game?
If you donât, itâs a lot easier than if you do
Okay, if you want weapons then you want to use a PDB for the system
How experienced are you with CV2
Do you understand event receivers and variables?
yes
Do you know how to send events to specific players?
yes
Ok then itâll probably be easy to understand
Place a Player Definition Board
âEditâ it and then youâll be in itâs circuit board
Place an event receiver and there are new events for players like âprojectile hit playerâ
And you can run a system for whenever a player gets shot
what system....
HP system
Like, you can have an int variable for their health, and whenever they get shot lower it, and when it goes to 0 you can respawn them and reset their hp, stuff like that
yh
You can set that to be 100 when they join, (i. e. they have 100 HP when they join)
So if they are damaged, theyâll lose some of their int Variable value (losing HP)
Similar to how youâd use int variable for money, xp, etc, youâd use it for HP
so its just this
and then the respawn
bit
A video Iâve never personally watched: https://discord.com/channels/193073071802941451/1272206990357037086
But it has been referenced a lot for beginners to learn CV2 PVP as opposed to CV1 game rules PVP, however if you already have â5.7/10â experience with circuits, you should be able to grasp the concept easily, but the video is always there if you need it
Make sure you use an If Player is Local circuit for the Event Receiver: Player Joined because otherwise whenever any player joins, every player will get their HP reset
@glacial river Ok so i did the video seems i did it right
how would involve shield
into the system
and what would i do with the gamechip
or is shield already involved
would shield still work?
i dont really know a lot of cv1
regular shield pot
Yeah itâd still work as long as itâs preventing the projectile from hitting the player
how would i do this
would i get the local player should
Shoot the shield, does the bullet go through the shield or does the shield stop it
the shield doesnt stop the damage
i think i need the game chip
shield wont work otherwise
The game chip overrules everything else
Itâs either one or the other
Are you running the damage for the attacker or the defender
what do you mean
when someone shoots me
i take damage
doesnt factor in shield
Does the projectile go through the shield
you do realize im talking about actual shield right? not the prop
Shield drink?
yes
Oh, I thought you were talking about the held shield because Iâve never heard anyone refer to it as just shield before
AFAIK, CV1 shield potions donât work with CV2 PVP systems as they donât have object boards like other old CV1 PVP items have gotten.
There are alternatives, such as creating your own shield potion and running it that way, or implement a different system instead of âdrinkingâ something.
so no cv2 pvp system?
You can switch to CV1 Game Rules PVP if you want, but itâd be a lot harder to add separate ways to add damage outside of the conventional projectile that it comes with
, if you want the âTV damageâ system, then using CV2 would be the better option, overall CV2 is the better option
@glacial river canât I just use a âcombatant receive damageâ
Bro stopped talking
Still need this
nope, that thing is weird, inconvenient and doesn't work some of the time
just make your own hp system, it's easier to configure, it's more convenient and it allows you to even add some cool stuff when someone takes damage which is more complicated to do with RRO system
tutorial: https://www.youtube.com/watch?v=tZ_M_Limrbk
In this video I did a tutorial and how to create a health/damage/PVP system
#RECROOM #RR #tutorial #RR #helpful #recroomtutorial #health #healthsystem #pvpsystem #damagesystem
-
he already linked that tutorial
-
cv2 health systems dont involve shield
- make a secondary variable called "Shield"
- basically make same thing you do with HP variable but with shield variable (so you have proper system for both hp and shield
- connect shield variable to secondary bar using UI
- add a check when you damage someone:
if (shield > 0)
then: shield - damage > if (shield < 0) > hp + shield > shield = 0 > continue with other HP system stuff you have after reducing hp
else: just reduce HP
you cant check people for shield
when theres no game chip
which the game chip overides the cv2
,
if you make your own shield system then you can
how would i detect regular shield potions or shield cv1 (that only works with the game chip)
you can add something like a custom potion or just do this:
- attach a trigger volume onto the potion (around above it)
- on trigger player entered > delay (i forgor potion delay just make it 0.1s less than that) > if (player is still touching the trigger volume) > give him shield
or would i have to create a system only certain people can access and they can input the amount of shield they want
and it would set their variable
only sertain people can access:
give that someone a role and then check if someone has that role and then set that variable when they have it
about the whole "getting a value" i don't really know that much about that
but its something to do with promts
to set a shield variable to something just do this:
if player is local and valid (player is the one you're giving shield to) > shield = [some value you want]
why wouldn't it?
if you have your own systems it's only up to you if it'll work
thats the biggest benefit from making your own HP system
idk how to do that but you can, i saw that a lot
i could make the game chip auto heal instantly
so it doesnt interfere
so guns could still spawn
normally
if you have your own hp system you can make a death and respawn systems
player made systems usually don't touch RRO systems unless you spawning someone with a gun
so just ignore RROs stuff unless you need them to do something
@bleak sky know how to do this?
i had a system but it was majorly un optimized
you want them to teleport or one of them to just turn good?
i was going to originaly tp them but i though just them turning evil/good would be better
oke then
- on each trigger volume just do this: event receiver "Update 30Hz" > delay (1s, connect after delay to cancel input and use cancel output for next step) > if (trigger is good) else > for each (players in that volume) > if player is valid and local > damage them
- pick a random volume from that list (switch integer with random int connected to it)
- set every bool to false
- set the correct one to true ( random int (from 1 to your trigger amount > execution integer switch (add values to compare from 1 to amount of your triggers) > connect each variable to a different output of that switch and set all those variable to true) (example on screenshot below)
^
should work but test it and fix if there's problems
@bleak sky i dont think youre understanding what TV im talking about
so theres a total of 11 TV
1 main one that damage players that are inside of it and theres 10 hallways and at the end of each theres a TV
only 1 lets them escape the room
and the other 9 kills them
your step 1 deals with the main TV (already knew how to do it though)
oh,
then it's much easier
you do the random thing from step four and if the trigger volume is bad then you deal 9999 damage to the player
On trigger player enter > if player is local and valid (connect player form player enter)> if (trigger volume is good) else > deal 999 damage to player
Don't do the first part like that.
Delay Cancels cause lag spikes whenever they're executed, instead, make a custom cooldown function.
it's the safest and easiest option
which aren't that big
No they can get very large.
it depends on what you activate with those tbh
No it doesn't.
It depends on how many delays you're building up then canceling, because clearing a bunch of delays causes lag.
Especially when you're adding 30 a second.
oh
Just make a cooldown function or circuit board, they're simple to make.
The function only costs 2 chips too, plus the 5 needed to make the function definition.
would a custom hz work?
I'm assuming it's an invention you got?
What chips does it use?
That's not enough chips to make a cooldown, could you send an image of it?
What
You said you have a custom hz, I'm asking you to send an image of it, because the way you described it doesn't make sense.
I'll send an image of both a cooldown circuit board, and a cooldown function. I'd suggest using the function.
Again, I'd suggest using the function. It only costs 5 chips to make, and every use of it only costs 2 chips. Compared to the circuit board's constant 5 chips, the function is better if you have multiple cooldowns.
would the exec on this thing
be a 30hz?
or what would i do with this
also what would i put the CD as
Isn't this for contantly damaging players every 3 seconds they're in a trigger volume?
yes
If so, then you know long the cooldown should be.
So just contantly check if they're in a trigger volume, and if they are, use the cooldown to damage them.
alright thats done
@sturdy fiber so its damaging other people
when they're not inside of it
fixed it with a event
no
new problem
your cooldown is activating twice
I don't know how you set up any of the circuits, so I am unable to help.
What is this
stuff
Are there multiple people in the room?
yh my alt
So everone is telling everyone in the trigger volume to damage themselves?
Do you not see the issue with that?
?
If everyone is telling everyone in the trigger volume to damage themselves, what do you think will happen if there are 2 people in the room and 1 person is in the trigger volume?
Everyone tells the person to take damage.
Just check if the local player is in the trigger volume, if so, damage using the cooldown.
There's a List Contains chip, use that on the Trigger Volume's player list.
If so, then run the cooldown to damage the local player.
All of it yes.
đ±
Just make what I described.
đ completely fixed
Cool, do you want to send an image of the circuits just to make sure they'll work?
also do you know why i have to put the variable inside the circuit board
if its not in the circuit board it doesn display my actual health
Yeah that'll work. Keep in mind you don't need the Get Local Player chip, the player port is auto made for you.
in board
Why is the player health in a circuit board?
cuz
This all depends on your health system.
Variables inside of circuit boards are seperate from any other variables you have, even if they're the same name and type.
Nuh uh
That's just how circuit spaces work.
I'm actually in game right now, I could join and help further if you wanted
i mean i guess
@ReconBlaze
@bleak sky i really dont understant the randomization of the trigger volumes
1 you put a random int chip that gives you a random number each time u activate it
2. You pu an execution integer switch that uses that random number to randomly choose a volume
3 u connect each output of that switch to bool variables that make trigger volumes good
All bool variables have to be synced
To activate random trigger just activate the random int
Before that set all of those bools to false so u wont get 2 good triggers
@bleak sky if you ever get on could you do it and send me a picture. I learn alright from pictures
it looks optimized enough tbh
You could do an event for trigger volumes, and set each of their tags to be the corresponding number so you only need one sender
Wouldnât I need multiple get first tags
Youâd only need one for the event