I have a specific case that I can’t really figure out how to solve. I’m assuming I’m coming at it the wrong way.
Imagine I have a multiplayer spaceship fighting game, with a bunch of different ship engines, and there are 8 players in a match. What I want is a powerup that, when triggered, kicks in a flanger effect on the engine. However, because it could be distracting, I only want this to be audible for the player who triggers the powerup.
What I initially did was create a Return with the flanger, and with a snapshot, conditionally send the Engine group to that Return when the powerup was active (and only if the powerup was triggered locally). However, as you might expect this has the added effect of sending all currently playing Engine events to the flanger, not just the main player’s, which sounds weird.
Is there any way to use a parameter to scope what events a Snapshot applies to? Ideally I’d just add a “IsLocalPlayer” parameter to all my Engine events, make sure that’s set, and then somehow, when the snapshot triggers, have it only function on events where that parameter is 1.0. Or, is there any other way to kick to kick in an effect on multiple Events (ideally on their group) that doesn’t involve adding the actual effect/logic to 50+ Events?