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Players · Value

Compass target

Where a player's compass points if a step has aimed it. Found is false when none was set.

Basic plan m.player.compass_target

In a flow

“When a player uses a command → Answer: Your compass points to {node.c.location}.”

When a player uses a command → Answer: Your compass points to {node.c.location}.

What it does

Where a player's compass points if a step has aimed it. Found is false when none was set. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 2 values later steps can use. Find it under Players in the palette.

When to use it

Use it when the flow needs to: where a player's compass points if a step has aimed it. Found is false when none was set.

When not to

For a value that never changes, type it into the setting instead of wiring a node.

Typical wiring

Sockets: settings you can wire

Player Player

Leave unwired for the player who started the flow, or wire one in, like Player from When a player joins.

What goes there: Type it in the side panel, or wire in a player. e.g. Alex

If it's empty: Optional. Left empty and unwired, the step runs without it.

Values it gives

Location Location

The place their compass points at. e.g. world 100 64 -40

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Found Yes / no

True when a step set the compass target. e.g. true

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Often next

Related in Players

Wires and sockets · Data values · Plans