#(Circuits Tut only in pics) Can someone help me make an multi weapon equiping

1 messages · Page 1 of 1 (latest)

crimson wedge
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like im working on a game and i need someone's help, how do i make so multiple people can equip one weapon.

steep pumice
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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

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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

timber terrace
crimson wedge
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Send It in picture

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Like in game circuits

steep pumice
# crimson wedge Read the title

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

crimson wedge
steep pumice
crimson wedge
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Ok fine just tell me how do I wire the chips, I'm also using 1.0 room

steep pumice
crimson wedge
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Just

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Tell

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The

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Circuits

steep pumice
crimson wedge
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Wireing

steep pumice
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at least for sending screenshots. But i also dont wanna waste my time explaining everything through text if your nit gonna understand it

crimson wedge
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Ok just send when u can

steep pumice
crimson wedge
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K

steep pumice
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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

crimson wedge
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Just so yk it will be 5 am for me so wait till I respond if it works

steep pumice
# crimson wedge 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:
At Event Receiver configured 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

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int = whole numbers
not objects

steep pumice
crimson wedge
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I meant like with trigger handles

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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)

steep pumice
steep pumice
# crimson wedge So when interacted with interaction volume it equips to player (it gives them ta...

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

crimson wedge
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Can it work if I just make on interface if chip and condition is equipped then just instead equip the other one?

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Interaction*

steep pumice
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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

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if its not clear enough, open in browser

crimson wedge
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Will this work?\

steep pumice
# crimson wedge 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

crimson wedge
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yay

steep pumice
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not to mention the worse performance by having to check every single one as u add more

crimson wedge
steep pumice
# crimson wedge yay

then y ask in the first place uf u were gonna use your own nonflexible & nonperformant version

crimson wedge
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I didnt know until i saw ur thing and i got it a bit

steep pumice
crimson wedge
steep pumice