I need help to change the logic I have for my trigger boxes so that it reacts per instance of a character blueprint that is currently in the level.
I am making a kind of turn based dice game in a first person view. The level is littered with instances of trigger box blueprints, with an invisible wall. so you would roll a dice, then you need to cross that number of trigger boxes. each time you cross a trigger box, it subtracts 1 from the dice roll value. if you are on 0 then then the invisible wall blocks you from moving further. It currently works perfect if theres only 1 person in the game. But as soon as theres more than 1, only the person that goes first plays his turn without an issue. The invisible walls doesnt react accordingly for the subsequent players.
i suspect its because the character variables that the trigger boxes fetch is from the character blueprint variable from the first player.
I need to find a way to build a list or something to populate each player in, so that each player has its own set of variables for that character blueprint and that whoever turn it is, the trigger box checks the correct players variables and from there do what its programmed to do. But i have no idea how to do it. Any help will be much appreciated. Below is screenshots of what i have.
This is from the starting trigger box where all players start on top of
So with that trigger, the player that starts cant get out untill he rolls a dice for the first time, which is what needs to happen.
Once that gets done, that variable gets updated to true, and in turn he can get out. When he ends his turn, the player controller blueprint updates that variable back to false.
The second player can’t get out even when rolling the dice LOL. If i can fix this trigger box i would learn so much and will be able to resolve all my other issues with the other different types of trigger boxes i have.