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Messages - SectorC

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1
Forum Games / Re: YOU LAUGH YOU LOSE v666
« on: September 02, 2014, 12:32:33 AM »
*looks at the events of page ~979 to ~1006*
...I feel violated.

2
Suggestions & Requests / Re: New Server Idea: Urban Rescue
« on: August 16, 2013, 03:25:02 PM »
what if someone decides to kill the hostage
Maybe if they (The Ariknen) kill the hostage without them (A hostage if they manage to acquire a weapon) hurting an Ariknen, a point penalty for the person who killed the hostage. But if they do hurt an Ariknen, The person who kills the hostage gets a few points.

3
Help / Re: Modifying another player's VCE variables?
« on: July 22, 2013, 12:38:18 AM »
Thanks for the help, I greatly appreciate it.

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Help / Re: Modifying another player's VCE variables?
« on: July 18, 2013, 03:48:12 PM »
Don't you want the ownership to be passed on to a new player? So that way the next person to control a brick will effect the newest player to have done so.

Yes, but what I meant is that the ownership of the relay events is passed to the person who toggles the modvariable events, making the newest player the target of both modvariable.

5
Help / Re: Modifying another player's VCE variables?
« on: July 17, 2013, 05:04:43 AM »
what are the variables being used for besides this brick?
and I think doom means to have a relay that's going which was triggered by the old player, toggle an event on which sets their value to not clicked it, and stop the loop
then after a delay it starts the new loop with the new player

The variables are for a mini-empires server, for keeping score and managing the server's many different statistics, such as food, water, technology level, population, and then I plan to use it later on with a turn-based strategy game to keep score as well. As it gets painful to do the math yourself, I'm attempting to have the server keep track of them.

What you describe is pretty much what I did, but it seems that by activating a toggle to turn on-off relay events the ownership for doing so is passed to the new player.

6
Help / Re: Modifying another player's VCE variables?
« on: July 17, 2013, 01:15:06 AM »
If you used a second brick here's how you could do it. When you control a brick, an auxiliary brick will begin cycling through relays on you. When someone captures the brick after you, it will enable events on your cycle that subtract the necessary variables and also terminate the cycle. After the cycle is terminated for you, it will begin for the new capturer.

Fixed a typo that might cause some difficulty.

After doing this it appears to modify the client who is actually doing the toggling, the next player, instead of the original one. Could you please show me how you did it correctly, as I cannot seem to get this to work?

7
Help / Re: Modifying another player's VCE variables?
« on: July 16, 2013, 08:07:30 PM »
does the variable need to be on the player?
you can make the brick remember the last BLID to trigger it

Yes, the variables have to be specific to the player's client. I'd need the brick to remember the last player who played it while another player activates it, then be able to modify both clients variables.

8
Help / Re: Modifying another player's VCE variables?
« on: July 16, 2013, 04:20:34 PM »
Quote from: Doomonkey
If you used a second brick here's how you could do it. When you control a brick, an auxiliary brick will begin cycling through relays on you. When someone captures the brick after you, it will enable events on your cycle that subtract the necessary variables and also terminate the cycle. After the cycle is terminated for you, it will begin for the new capturer.

Fixed a typo that might cause some difficulty.

I hadn't thought of that, that's exactly what I would need. Thank you very much.

Quote from: Zeblote
I'd say it's time that you forget that silly event stuff and look into scripting.

I'd honestly love to, and I've thought about doing it for some years now. I'll see what I can do.

9
Help / Modifying another player's VCE variables?
« on: July 16, 2013, 03:00:59 AM »
I am in the middle of making what is effectively a control point using VCE, and would like to know how one would allow the control point to remember the control point's last player owner, and then detract from their currency variable when the control point block is activated by another player.

At the moment it simply grants +2 "Tech" and sets the "T1Used" to 1, so it cannot be used by the same player again.
OnActivate - Client - VCE_IfVariable: (T1Used) = (1)
OnActivate - Client - VCE_modVariable: (T1Used) Set (1)
OnVariableFalse - Client - VCE_modVariable: (Tech) Add (2)

The first problem is that I need to have the block know that the next person is different than the first, preferably using BL_ID.

The second problem is that while the second person gains +2 Tech and has his T1Used set to 1, the first person who used it loses -2 Tech and has his T1Used set to 0.

If it is not possible to do so with VCE alone, but is possible with VCE in tandem with other add-ons I am willing to download a few more to make this work.

10
Forum Games / Re: Give Facts About The Above User
« on: June 24, 2013, 02:00:18 AM »

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Forum Games / Re: Give Facts About The Above User
« on: June 17, 2013, 12:54:13 AM »
i don't even loving know anymore
XD

Alright, back on topic.
He likes Pokémon.

12
Forum Games / Re: Avatar Rating
« on: June 08, 2013, 03:52:01 AM »
1/10 i cannot handle all the explanationses!!1
7/10
Pretty weird, but cool.
I like weird. So 7/10

13
Forum Games / Re: Give Facts About The Above User
« on: June 08, 2013, 03:26:55 AM »
He.. likes to skate?

14
Modification Help / Re: stuffty weapon pack i made
« on: June 08, 2013, 03:15:27 AM »
These are actually pretty cool.
(I noticed the USP uses the Half-Life 2 firing sounds. :P)

15
Suggestions & Requests / Re: Half Life 2 AR2
« on: May 19, 2013, 11:59:05 PM »
Someone should make an AR3
There isn't an AR3, but there IS an AR1 that was cut from the game. (Basically it was just an AK-47)

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