It's rare to see that these powerful triggers doesn't have that many tutorials on youtube (I've only seen two 💀), your explanation was enough to know how to use them, now it's time to create. ty!
uhm... I have nothing... just felt sick actually and needed to raise the volume of that tutorial bcs the mic sets were to quite. Thats why it sounds not naturally
@Twixei Hmmm are there really used these triggers? BTW the Tutorial has subtitles so U can activate the English (not the automatic!) and translate it into YOUR language 😉
for that U can make an Item Pickup and make it enable a group. That group enables a time control Trigger, making Ur short timer start, a pickup trigger making an item ID picking up (as a value for how much time U give the player for slowmo) and the timewarp trigger setting it up slow. Also set a Time event Trigger to stop the time at 0.00. All these triggers spawn triggered. In the Edit Item ID U enter in Item ID 1 and Target Item ID the Timer Item ID and select Timer, in Item ID 2 U setup the other Item ID giving U time. Make Item ID 1 and Item ID 2 being added to each other. Make it spawned and multi triggered and add it to the spawn group of the Item as well. Set a Time Trigger at the beginning in preload area with negative Time Mod -1 being Start Paused. In the Time Event U make the Time Stop at 0.00 setting a Time Control Trigger spawned, and spawn the Timewarp goes normal again. I need to try it myself but in theory it should work
After death everything gets reseted to the last checkpoint's state. So the collectables also getting resetted to the last state (bcs if U die, not having one more checkpoint, then ofc U lose everything collected) U just can do one more checkpoint that it stays like this or an invisible wall that U cant go back if necessary 😉
@GotSwissd Because the coins are activated AFTER the checkpoints, the coins wont be toggled. I can try out a concept I used in 2.1 to reset the coins, that would resetting the count but NOT toggles the coins. If it works, should I make a tutorial of it?
The persistent Item ID is for Item IDs or Time IDs. If U wanna make Something trigger, U can place an Item Compare Trigger at the beginning of a Level, and Ur normal triggers triggered to the Activating group ID (when True). If the player collected a collectable and died, the count stays, it gets compared and if the compare trigger is true (bcs of Ur persistent item), then all triggers there getting persistent too and being done/activated. If U mean something different, I might can suggest U that tutorials) ruclips.net/video/KXqmn7rUMhs/видео.htmlsi=JW8XuxyJPMjuaa3L ruclips.net/video/bLVlmxh-nJY/видео.htmlsi=y4an2AeiujnGUOHI
Put an Item Edit Trigger (spawn Triggered and Multi Triggered): pick here at Item ID 1 "Points" and at Item ID 2 U pick nothing. At Target Item ID U put "Item ID 1", so that Item ID 1 will be equal as 1. Give this trigger a next free group (e.g. Group 2). Place an on death trigger left of it with that free group 2 and make it activate group. So everytimes U crash, Item ID 1 will be edited and be same as Ur points. Then put a persistent Item Trigger, making Item ID 1 a persistent Item ID. Lastly, U put at the beginning an Item Edit Trigger (normal) and put in Item ID 1, The Item ID 1, in ItemId2 nothing and in Target Item ID U just pick "points", so that points will be sams as Item ID 1. Keep all the triggers in the preload area (before lvl start). So if U crash at the level, the persistent Item ID 1 will be same as Ur points. At respawning your points will be same as the persistent Item ID 1.
It's rare to see that these powerful triggers doesn't have that many tutorials on youtube (I've only seen two 💀), your explanation was enough to know how to use them, now it's time to create. ty!
THANK YOU SO MUCH YOU HELPED ME MAKE A CALCULATOR IM SUBBING!!!
Not exactly what I was looking for, but even better, thanks for the tutorial
I think this is the most advanced trigger
This is so complex and im lucky we don’t have to learn these triggers but I want to learn but it’s just so complex with math
Thanks!!
What do you have in the mouth? I'm spanish, is already hard to understand english sometimes xd, anyways we need more tutorials like yours
uhm... I have nothing... just felt sick actually and needed to raise the volume of that tutorial bcs the mic sets were to quite. Thats why it sounds not naturally
@@halutena okay, I didn't want to sound rude or something like that because maybe is your accent or idk but, anyways cool vid :)
@Urkspider27_GD Then I misunderstood, sorry. Thanks for Ur feedback :)
Excuse me @Halutena, but how can I make an item ID equivalent to the points. In some Pizza Tower Levels, they were asked to make a Ranking. So how?
Can U tell me the ID of the level U refer to?
I have understanding of a caveman so i cant understand. Also how can we make things like in nullscapes (death intro into actual level)
@Twixei Hmmm are there really used these triggers? BTW the Tutorial has subtitles so U can activate the English (not the automatic!) and translate it into YOUR language 😉
I wanted to make the cube catch a portion and then have a much larger jump for a short period of time, do you know how to do that?
for that U can make an Item Pickup and make it enable a group. That group enables a time control Trigger, making Ur short timer start, a pickup trigger making an item ID picking up (as a value for how much time U give the player for slowmo) and the timewarp trigger setting it up slow. Also set a Time event Trigger to stop the time at 0.00. All these triggers spawn triggered.
In the Edit Item ID U enter in Item ID 1 and Target Item ID the Timer Item ID and select Timer, in Item ID 2 U setup the other Item ID giving U time. Make Item ID 1 and Item ID 2 being added to each other. Make it spawned and multi triggered and add it to the spawn group of the Item as well.
Set a Time Trigger at the beginning in preload area with negative Time Mod -1 being Start Paused.
In the Time Event U make the Time Stop at 0.00 setting a Time Control Trigger spawned, and spawn the Timewarp goes normal again.
I need to try it myself but in theory it should work
for item persist, is there a way to make an item only collectible once, even after death?
After death everything gets reseted to the last checkpoint's state. So the collectables also getting resetted to the last state (bcs if U die, not having one more checkpoint, then ofc U lose everything collected) U just can do one more checkpoint that it stays like this or an invisible wall that U cant go back if necessary 😉
@@halutena would it be possible to add a instant count trigger that activates everytime you reset that toggles the coin?
@GotSwissd Because the coins are activated AFTER the checkpoints, the coins wont be toggled. I can try out a concept I used in 2.1 to reset the coins, that would resetting the count but NOT toggles the coins. If it works, should I make a tutorial of it?
how do i use the item pers to not only work on item ids,but also on normal triggers'
The persistent Item ID is for Item IDs or Time IDs. If U wanna make Something trigger, U can place an Item Compare Trigger at the beginning of a Level, and Ur normal triggers triggered to the Activating group ID (when True). If the player collected a collectable and died, the count stays, it gets compared and if the compare trigger is true (bcs of Ur persistent item), then all triggers there getting persistent too and being done/activated.
If U mean something different, I might can suggest U that tutorials)
ruclips.net/video/KXqmn7rUMhs/видео.htmlsi=JW8XuxyJPMjuaa3L
ruclips.net/video/bLVlmxh-nJY/видео.htmlsi=y4an2AeiujnGUOHI
How i can make points to be persistent?
Put an Item Edit Trigger (spawn Triggered and Multi Triggered):
pick here at Item ID 1 "Points" and at Item ID 2 U pick nothing. At Target Item ID U put "Item ID 1", so that Item ID 1 will be equal as 1.
Give this trigger a next free group (e.g. Group 2).
Place an on death trigger left of it with that free group 2 and make it activate group.
So everytimes U crash, Item ID 1 will be edited and be same as Ur points.
Then put a persistent Item Trigger, making Item ID 1 a persistent Item ID.
Lastly, U put at the beginning an Item Edit Trigger (normal) and put in Item ID 1, The Item ID 1, in ItemId2 nothing and in Target Item ID U just pick "points", so that points will be sams as Item ID 1.
Keep all the triggers in the preload area (before lvl start).
So if U crash at the level, the persistent Item ID 1 will be same as Ur points.
At respawning your points will be same as the persistent Item ID 1.
@@halutena thanks i will try it
Luh
dividide
yah my bad 🤣