for context, everytime a player enters a trigger volume, they get 20 health taken away from their 100 until they hit zero and respawn in the lobby. I already got the system down, but I ran into a problem where the player port for most of the cv2 was the player that last entered the trigger volume, meaning that if someone got down to 20 health, you could hit someone else (who is supposed to be at full health) with the trigger volume and they would die despite supposedly being on full health. I've tried cloning the health system so each person gets their own but that feels like too much. I was wondering if there were any simpler options to solve this problem?
#Health System For Multiple Players
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show the rest of the circuits
for the health system?
trigger volume
you dont need to to that
each player gets their own copy of all circuits in a room
use an if is local and valid to check if the player who entered the trigger volume is local
this applies to the button too
all events are triggered on all clients unless told not to this is things like trigger volumes and buttons pressed event
also use less than or equal
ok, i'll try it