#(Circuits Tut only in pics) Can someone help me make an multi weapon equiping
1 messages · Page 1 of 1 (latest)
First of all
Least complicated & straightforward:
Have as many clones of that weapon up to the room capacity
Unstable rooms 2, annoying, but possibly more performant:
Use replicator to dynamically spawn that weapon
Keep in mind, your going to end having as many weapons as max players in the worse case anyways. Keeping weapons unloaded untill needed just makes performance inconsistent. If performance ever becomes a issue, dont look into replicator for solely that reason bc your just gonna end up having that many loaded in at some point anyways, your only real option would be to reduce the max players. I would just go with cloning them all beforehand instead resorting to replicator, & especially given how unstable rooms 2 is
once u have that setup & say here that u picked cloning them all or with replicator, someone (i cant cus im at work for like, 10 more hours, just started) may send screenshot as the title of the post wants
(Making this in picture form as the post requested information based in image format, hope this helps)
Read the title
Send It in picture
Like in game circuits
Read the comment
this is telling you what setup you want so ppl can send u a screenshot. Theres no 1 way to make everything. Preferably solutions should reach a balance, but theres situations when something is desperately needed over the other
Nvm I'll wait for someone else to help
alr, have something u have 0 input/control on how its built so u get something mediocre or its not the way u wanted so u end up wasting ppls time 🫡
Ok fine just tell me how do I wire the chips, I'm also using 1.0 room
like i explain, theres 2 ways thats are most practical afaik that have different efrects on performance
if you really dont care than i would suggest the "clone of everything" method as the performance is most consistent & setup straighforward. Built around the worst case so you can tweak the limitations for your map
also u did mention rooms 1, so thats the only way your looking at, really
Wireing
at least for sending screenshots. But i also dont wanna waste my time explaining everything through text if your nit gonna understand it
Ok just send when u can
ye, 10 hours or so
K
but at least now ppl know your Rooms 1, thus need/want the "clone of everything" method. So others might jump in within that time
Just so yk it will be 5 am for me so wait till I respond if it works
alr
You never specified if dual weilding is allowed, since it would require more ink, i went with dominant hand only
Define your tag:
- First, a identifier word for unequipped objects: (I chose "Weapon", you would pick your own or the same)
- Second, a identifier word for different weapons: (I chose "Rifle" & "Pistol", you would pick your own or the same)
The order shouldn't be swapped. As for use, you would combine these (like "WeaponRifle")
Use your tag:
Given room compacity of 3, i would:
- Get my complete rifle, add the appropriate tag (Like "WeaponRifle") in the FIRST slot, then clone it 3 times
- Get my complete pistol, add the appropriate tag (Like "WeaponPistol") in the FIRST slot, then clone it 3 times
The "FIRST slot" would mean the tag would be infront of all other tags
Adjust the system:
AtEvent Receiverconfigured to "On Player Released Object"
- For the top
String Substring: Enter Length as the length of your first identifier - For the bottom
String Substring: Enter Index as the length of your first identifier - For
Execution String Switch: Enter you first identifier as a compare value
Then the system should work appropriately. Just analyze the image and use common sense once you gotten this far
Just be mindfull of rec room bugs. It appears this isnt the most suitable update (This is not expected behavior, string concat should return "AvaiableRifle")
int = whole numbers
not objects
also judging off how Event Receiver "On Player Released Object" has a "Player" property, this event might run for everyone. Probaly safest to squeeze If Player Is Local in
Availble
Oh, I've should specified it
I meant like with trigger handles
So when interacted with interaction volume it equips to player (it gives them tag and on drop it takes the tag from player so he can't hit himself)
works with any object/component, trigger handle being pretty much both
On a button/interaction volume use, it sends the Event Sender configured to "Equip Weapon" with you manually entering the weapon identifier into its input. It then equips the weapon at index 0 & Removes its availability tag (something i forgor to mention you add in any order (just make sure unequip tag is first) before cloning. Its just "Available" + Weapon set indentifier (so "AvailableRifle", etc) So no other player can get the same one, also causing the list to shift down for the next person
When dropped, the Weapon identifier seperates normal unequipped objects from your weapons, then adds back its availability tag so its accessible by the button/interaction volume again if the unequipped object DOES turn out to be a weapon
Can it work if I just make on interface if chip and condition is equipped then just instead equip the other one?
Interaction*
i alr gave my solution, so
if ur asking if it can run off interaction volume on use/hold complete, then yes. All the button serves as is a point in type where a execution is sent as expected
screenshot of the circuits like the title suggests, which is more than enough for some people, explanation on setup. No reason y u shouldnt be able to use this system. The only thing that might not allow it to work is Rec Room bugs which is just dependant on next update or so
if its not clear enough, open in browser
Will this work?\
for 2 trigger handles
then for more, u copy paste, copy paste, copy paste
this works as is, all u have to do is define your tag & clone the handles themselves. Thats it, it remains only that ammount of chips. So your vastly hindering/inconveniencing yourself using something like that
yay
not to mention the worse performance by having to check every single one as u add more
Smth idk
then y ask in the first place uf u were gonna use your own nonflexible & nonperformant version
I didnt know until i saw ur thing and i got it a bit
well thanks for wasting my time, maybe ppl who search will get use from it
Sorry may God bless you 😣
good luck with high memory from high chips = longer loading time & lag as well as unnecessarily high cpu spikes