#I need some help on adding keys to a button so I can lock it and “players” have to pay first
1 messages · Page 1 of 1 (latest)
Lock the action behind a key check
Where would the key check be?
Ahh okay thank you, I’ll be here if I need any more help
Is there any way you could show me all the connections and what wires go to which? And possibly all the circuits I need to create this not including the button. Because I thought it was much more simple but apparently I heard that I need some circuits and some chips, so could you possibly give me a walk through on how to create this?
Thank you so much I really appreciate it, thank you
Okay, I tried this and it still didn’t work 🫤 I pushed the button and nothing popped up for purchase I could just click it without paying
Are u wanting it to show the key on the watch if not owned once pressed the button?
Yeah, but also it’s just letting me click it without purchasing the key
Use, an if chip after the player owns room key and on else use promp key or something.
Search prompt it should showc
Okay let me see
Could you send me a picture of how that would look like 😅 I’m really bad at this
I'm not online atm
Alright that’s okay, do you think when you do get online you could?
Sure
It’ll let you click it, but if you wire it using the if on the bool, the button won’t actually do anything
Unless you have the key
Ok, make sure to run the “Then” port on the If circuit for the actual function of the button that it’s supposed to do if you have the key owned
Okay I’ll have to check that out a bit later when I’m back home, thank you
Okay so I think I have finished it but there seems to be one more tiny problem, they is a delay between when I click the button and when the screen pops up to purchase. Is there a way to fix this or is it just my service?
It’s just rec room testing if you have the key, if you press it a second time does it still do the delay?
Yes it has the delay every time I would click it and it would only pop up after I would click it and teleport
Is there a way to fix this?
yeah it’d be a little more complex though
Dang 🫤 alright
Hopefully it’s just my service 🤷♂️
Is, the key meant to respawn you once, you press the button? If you own, the key
Yes I’m trying to make it so that once you press the button, your watch pops up a purchase screen, then after purchasing the key it will allow you to click the button and respawn.
But I haven’t been able to figure it out.
Instead of respawn on released hook it up onto the then on the if chip
And make all the player ports the player who pressed the button not released
Okay I’ll try that
Like this? I was still able to press the button and respawn but it didn’t pop up the screen to purchase the key this time
That should be what you want.
It should respawn you if you own the key. And prompt you if uoy don't
Hmm it’s still letting me click it and respawn even though I didn’t purchase the key
Are you sure you don't already own the key? Point your makerpen's connect tool at the pink bool output on that Player Owns Room Key chip, is it true or false?
*also have you configure the Room Key chip to your desired room key?
Oh sorry I wasn’t using the connect tool 😅
But it says it’s false
I’m guessing it’s supposed to be true?
Press the button and then check @cunning nimbus
Scratch that, if it's doing absolutely nothing you should check your logging menu
That might give us context
Unplug the released output in this image. You should plug the if's then output into the respawn. And the respawned player should be plugged into a "get local player" chip since there can be some delay when checking if a player owns a room key, meaning if someone that doesn't own it presses it right after someone who does, that unowning player may get to use it for free.
That log i have never seen before, maybe see what happens if you set the respawn's "Use Rez Effects" input to false?
“Respawn” would be the top left orange?
Yup
The thicker orange wires with the arrows for plugs instead of rectangles are "execution" wires, those are always the ones that actually activate things
Ahh okay, and when you say respawned player into local player, would that be the target on respawn?
I did everything else you said but just stuck on trying to plug the “respawned player” into the “local player” chip because I kinda don’t know where to find “respawned player” 😅
It's the one right underneath the orange execution port on the respawn chip
Okay, target or success?
Oh wait no never mind
Okay so I have connected the “ target” from respawn chip to the “ get local player” chip, then I took the execution from the respawn and plugged that into the “then” port on the if chip
Oh and I turned the “use rez effect” to false
This needs to stay connected
Then trigger it and let me know what happens, checking again what the logging menu says
Okay gimme a sec
Guess what…
It worked!!! Everything seems to be working just fine now. No delay, forced to purchase key, no free entry.