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Scoreboards & teams · Check

Can hurt each other

Whether the first player can hurt the second: yes unless they share a team with friendly fire off.

Basic plan m.team.can_hurt

In a flow

“When a player is hurt → If Can hurt each other is false → Cancel the event.”

When a player is hurt → If Can hurt each other is false → Cancel the event.

What it does

Whether the first player can hurt the second: yes unless they share a team with friendly fire off. It's a check: put it in an If, and the flow goes one way when it's true and the other when it isn't. Find it under Scoreboards & teams in the palette.

When to use it

Use it when the flow needs to: whether the first player can hurt the second: yes unless they share a team with friendly fire off.

When not to

To pick between more than two outcomes, Switch or Random reads better than a chain of checks.

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.

Other player Player

The other player: wire one in, like Player from Find player.

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.

Often next

Related in Scoreboards & teams

Wires and sockets · Data values · Plans