I currently have a loadout selector using Switches in my map with 5 different loadouts, when you turn on the switch it’s state is checked by a timer and if Check state is On it enables the item granter which is the Triggered to grant by a switch connected to the same timer, the problem is in the nest rounds the switch resets back to off and therefore you do not get the item, is there any way to save the state of the switch between rounds or is there just a better way of setting up the loadout selection
Hey Twitch Erzxck,
This is where Classes work well, set the loadout and other player options with Class Designers, you can have up to 16 different classes, set each Class Designer to a unique Class Slot Number,
then use Class Selectors for each class and use your switch system to change the player to that class. You can set the Class Selector to change class instantly, on next spawn or change and immediately respawn.
There is also a Class UI Device, which adds a tab for class selection to the Map screen
but can two or more players be the same class
Yes, the same class can be used by any amount of players from any team.
If you set a Default Class in Island Settings, all players will be that class when arriving on your island, so its great to use for a default character and loadout.
would you know what the best way to set it up would be for my system, I have a timer device on success teleports each team to their side and 2 class selectors for switching team before the timer
If a player doesn’t choose a class before game start, will be an issue, unless you set a default class in Island Settings and use the same class slot number as the first class.
drop in a Class Designer for the first class, go through it’s settings, change class slot to 1, and check everything is how you want it, then duplicate it and change it to class slot 2, duplicate it for class slot 3 etc etc
Add items to thier item array.
Next is to drop in 5 Class Selectors and set them to each class slot number.
You can bypass the need for a switch by using the Class Selectors Zone, once a player enters they will change to the specified class. They will be able to walk through all the zones and change class, but the last one they enter before game start will be the class they stay at for the rest of the game.
Kinda like this
otherwise connect each Class Selectors - change player to class Event to either
a Buttons On Interacted event, or a Switches - On State Changes.
Personally I would go the Button as its one interaction, instead of a switches on off.
Let me know if you need more info.
I have it set up like most pvp maps so the game has to be started, that’s where team and loadout selection happens then once the timer is over everyone gets teleported to their side, is there a way to do it with the game being started and with the use of switches
Oh yeah, so this doesn’t happen in pre-game phase, only after game start.
Yes can do, and with switches.
Have you successfully connected the Class Selectors to the Switches ?
There are a few ways to get the players to teleport, one way is by using a Mutator Zone or the new Volume Device, another way is by using a bunch of Player Reference Devices assigned to each player.
Also have to consider what about joining players when a game is running, but this solution doesn’t cover this situation…yet, let me know your thoughts on what you want to happen here.
Using a mutator zone or volume, make its zone big enough to cover the area where players are, set it to be Enabled During Phase None.
Once the timer finishes have it enable the zone.
Set up a bunch of teleports where you want them to spawn for the battle and make the team 1 ones Group A and the team 2 ones Group B. they will provide the locations for players to randomly teleport to.
Next set up a teleport for each team, assigning team 1 teleports with Teleporter Target Group A, and team 2 with Teleporter Target Group B.
Also set thier Selected Teams to Team 1 & Team 2
In User Options-Functions of these we use the Activate function and point it to the Mutator or Volumes on Player Entering Zone event.
Let me know if I’m misunderstanding your needs, doesn’t work or you need clarification on my rave on.
i set everything up with class selectors and player references and it works fine when I’m alone but for some reason when my friend joins neither of us get the loadout
It may be the switch not passing the instigator, are you both using the same loadout switch or different ?
But then again not getting the loadout with others its probably not the issue.
Can you post pics of your switch and class selector settings ?
i want it set up like a box pvp map where anyone can press the switch and everyone gets the same loadout, like for example clix box fights, if you can check it out
Sorry irl is a bit… haven’t had a chance to check out clix box.
Was thinking about it earlier, is this closer ?
Each switch when turned on needs to enable its designated class selector and disable all other class selectors, each switch will also need to turn off all other switches when turned on.
the teleports that teleport players once selection time is over, need to be referenced by each class selector, using thier change player to class function with the teleporters on teleported event.
I dont think the classes would work I think something has to be done with the round setting and item granter, I just need some way to get the switches to turn on and stay on through the other rounds or something to stay the same between rounds i just don’t know what can do that
Instead of saving the state of the switch, use the item granters enable/disable function which should make them stay enabled or disabled across rounds.
Use the grant function from all the item granters, and it will only be able to grant from the enabled ones.
Set all item granters to Enabled During Phase - None
For each loadout Switch
- Enable the item granters for that loadout
- Disable all the item granters not in that loadout
- Turn off all other Switches