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Messages - Jumi

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Help / Re: VCE loops cease to function upon respawn
« on: September 02, 2017, 11:28:41 PM »
im p sure it has something to do with the spawn protection in bl. in my experience it only stops working for the first 5 seconds or so after respawning then it's back to normal

It looks like you weren't too far off. VCE has had a 5-second spawn invulnerably since version 5.23 - I disabled this (I was looking to do this anyway) and bizarrely, my issue was fixed. I'm willing to chalk this up to being some sort of bug regardless.

If anyone is looking to fix this issue, it's as simple as unzipping VCE's add-on folder, entering the server folder, opening up outputs.cs, and finding the following line (line 7):

$VCE::Server::ImmuneTime = 5000;

Just change that 5000 to whatever number you'd like (1000 = 1 second) and you're good to go. I've set it to 0 since I don't allow others to use events on my server anyway so there's no opportunity for abuse, but obviously change this at your own risk (though you can make spawn traps with vanilla events just fine, so there's not much point worrying about this in the first place).

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Help / Re: VCE loops cease to function upon respawn
« on: September 02, 2017, 11:21:26 PM »
im p sure it has something to do with the spawn protection in bl. in my experience it only stops working for the first 5 seconds or so after respawning then it's back to normal

The problem with that is that there are no events that reference the player/client in this loop. Setting up a non VCE loop with just vanilla relays won't cause it to break on death. There's a 1-2 second invulnerably to onPlayerTouch built into Blockland but that's not coming into play here.

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Help / VCE loops cease to function upon respawn
« on: September 02, 2017, 11:00:57 PM »
I'm doing some work with VCE in single player and I'm finding that all event loops seem to stop upon death (regardless of cause). I found a similar issue reported here, but there was no resolution in the thread. Since I'm playing alone I haven't verified whether this is strictly on host death or not like the other thread determined, but I imagine there must be some sort of workaround (or I could be doing something wrong), otherwise this makes VCE pretty much useless.

To clarify, I'm only using brick-targeted events - there are no player/client targeted events in the loops. I have a trigger brick that, when activated, sets off a chain (strictly via VCE, not relays) with onVariableUpdate and modVariable in a separate controller brick, which performs a loop that triggers some explosion/emitter events on a number of named bricks.

I don't think posting my events will help but I can certainly do so if this is unnatural behavior for VCE and it seems like the error is on my part. I'm no stranger to events but I'll admit that I'm not very familiar with VCE itself.


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