151
Off Topic / Re: you should try firefox 57 (quantum) -- it's Faster
« on: November 14, 2017, 02:55:50 PM »
i'm already using it B)
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
how tf do you expect folks to come back to life just to post here
fellas...... now how about if you could resurrect or unban 1 user who would it be
no the guy you just killed does not count
i tried to be extremely specific but the basis is this.
20+
I'd pick a dead user that way nobody has to die
WHAT DO YOU GUYS THINK WILL HAPPEN WHEN BADSPOT SELLS BLOCKLAND TO CIA? (NOT CLICKBAIT)
I'm going to offer my take on the event system Nicepoint suggested earlier. I propose calling these "node-scripts" (in contrast to proper scripts, which would be written in an embedded language like Ruby or Lua):
This will kill the player who activates the node-script. How does it work? Well, here's what it looks like when you show the "settings" for each node:
The Activation node is a detector node to the script. When a player clicks on the brick, it will cause all Activation nodes on that brick's node-scripts to output data of type Event. Event basically just holds data referring back to whatever caused the Event - in this case, it would hold a reference to a Entity (such as a player!), a Client, and a Brick (which in most cases will simply be the brick the node-script is being run on, and thus is redundant; however, there may be situations where you're running the node-script from somewhere else). When viewing the settings dialog for Activate, it only shows information about it, since there's no settings to adjust. The Event that the node outputs is then piped into Select, which is a processor node. Select takes an Event and "extracts" the information from it; in its settings dialog, there is a drop-down box to choose which data to extract. Note that it includes various data-types that are NOT available on the event, and thus would cause an error if the node-script were run. In any case, Entity is selected, and so the Select node outputs an Entity (because the output data type can vary, it has an asterisk). Finally, this is fed into the Kill effector node, which affects the outside world. In this case, it takes in an Entity, and kills it. It has two settings which determine its behavior, but has no outputs. (In theory, you could have it output a Boolean with information on whether it successfully killed the input Entity.)
I could come up with a more complex example if desired. Or just play LittleBigPlanet. Or Wiremod for Garry's Mod.
EDIT: I've sort of realized that the Event datatype and Select processor are unnecessary - the event could simply have multiple outputs, one for each possible target.
Windows should let you ctrl+x (cut) files from folders in the background too, instead of just the folder you have in the front (active) window
