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How do i bind a part to multiple activation groups?

153 ZemiGG  4 months ago

I am trying to bind a part function to be on multiple activation groups. I already saw a post about someone asking the same questions and the comments were saying that it was basic funky trees, the problem is that i dont know funky trees... Soo how do i do it?

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    153 ZemiGG

    @SILVERPANZER I never've thought of that! Tysm

    4 months ago
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    39.7k SILVERPANZER

    @ZemiGG You can make a custom canopy with a rotator.

    +1 4 months ago
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    39.7k SILVERPANZER

    @ZemiGG @Korzalerke2147483647 For some parts it is not possible to add FT codes to the activation group, only numeric values.

    4 months ago
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    153 ZemiGG

    @Korzalerke2147483647 Already did... Welp ig i won't be making a pilot ejection system.

    4 months ago
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    @ZemiGG Well I dunno if it works with canopies, but you could try placing SILVERPANZER's code in place of the activation group number using overload.

    4 months ago
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    153 ZemiGG

    @Korzalerke2147483647 and yes, i know i cant CTRL-it to use funky trees, but i think i can do it using the overload mod.

    4 months ago
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    153 ZemiGG

    @Korzalerke2147483647 Canopy

    4 months ago
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    @ZemiGG What part are you trying to use multiple activation groups on? Some of them allow you to use funky trees code if you hold the Ctrl key and click on the activation group.

    4 months ago
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    153 ZemiGG

    @SILVERPANZER I am not trying to put the 2 activation groups inside an Input setting, i want it in that setting where you can only put in activation groups and not controls like VTOL or pitch. Your funkytree only works inside an input controller...

    4 months ago
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    39.7k SILVERPANZER

    Activate1|Activate2 - Works if one of the activation groups is active.
    Activate3&Activate4 (Activate3&Activate4) - Works if both activation groups are active.
    This is just an example, you can insert any activation groups.

    +1 4 months ago