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This creates a memory, or in this context a variable, in whatever you want, it can work in installations and items. It is initialized with the string "a". This even persists through loadscreens in the campaign.
From there, you can use StatusEffects as usual to change its Value like so:
And somewhere, you may have conditionals inside status effects and use the public Value property of the MemoryComponent to check behavior:
You can use this to make items that behave completely differently when updated with a signal or other event. "canbeselected" may be set to true in order to allow players to change it via the game UI instead of using wires or anything else.
In this mod I made I used this alongside CustomGUI to make buttons which picked different sounds to play on the Sonar Beacon:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2977641329
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2956831535