I would like to use gold as my in-game currency. However, when my player possesses gold in their inventory it’s not working as expected with the conditional button. My goal is to have the conditional button accept a certain amount of gold to then trigger some other device such as a weapon granter or a class selector.
My problem: If I have “Require Holding Item” checked and even if I have enough gold, I can’t trigger the conditional button. So, if I uncheck “Require Holding Item”, then the conditional button works but 1) even if I don’t have enough gold and 2) the gold is not consumed even though I have “Consume Key Items” checked.
I feel like I’m missing something here. The parts are in place for these devices to act beautifully for things like stores and power-ups. But, not quite there.
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I think I ran into this a while back,
the problem is if your using gold granted from eliminations via teams settings or island settings etc, it is stored as a Resource instead of a currency (or something). You have to change to giving out the currency gold
The best way to give a player gold from eliminations is to use an Item Granters grant function with an Elimination Managers, on elimination event.
In the item granter add the gold item from the list called “golditemdata” ( i think thats its name) this is the consumable version of gold and should work with the conditional button which also uses the same golditemdata from the item list.
I thought this would have been fixed by now, its a bit weird having two types of gold.
Require holding item, means holding it in your hand right? Perhaps you cannot hold the gold in your hand so it won’t work? Unlike a flopper, which you can hold in your hand. Unless I misunderstand this information:
“Determines if the player must be holding a key item in order to interact with the button. Requires that at least one of the key items be an item that can be held by a player.”