Cause and Effect Base System

I was curious if there’s an easier way on doing this than how I was wanting to set it up but basically I’m looking for advice on a system that does the following.

Similar to the way the Among Us game works, I’m hoping to be able to have a system on my map where the enemies can shoot/blow up certain items such as a reactor I already have on there, and it’ll make the doors stop working. Or lights, etc. And I’d like for these destroyable objects to be able to be repaired too, using a fusion cutter type tool. A welder if you may.

Sorry, but I have no idea what system you are currently using or want to use and so can’t compare the ease of use or efficiency.

However I do know that to manage groups of instances like doors, one way to go is to use collection services:

Edit: The reason I believe is because collection services is not hierarchy based so it doesn’t matter if an instance is in a folder or not so you can just :getTagged to get the object wherever it is in the game.

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The way I was hoping to do was a setup I was working on like this:
Each piece has a humanoid and I’m working on an HP bar right now for bricks.

  1. When the object gets below 40 HP, it smokes, and below 10 and it flames. Then at 0 it explodes and triggers another script.

  2. This other script would be based off the HP so when it hits 0, this script does it’s purpose.

  3. If done right this script would trigger the lights to dim, or the doors to slow down.

  4. Defending players can grab a welder/fusion tool to repair.