Author Topic: VCE help  (Read 531 times)

I'm wondering what these outputs are for/how they are used:
randomNum
any of the str's

If you could tell me, I would be thankful.

inb4phflack

RandomNum
OnActivate > Self > VCE_ModVariable [loveY] RandomNum [100]
That'll modify the variable loveY to any random number between 1-100.

RandomNum
OnActivate > Self > VCE_ModVariable [loveY] RandomNum [100]
That'll modify the variable loveY to any random number between 1-100.
I mean it'll modify loveY from the current variable to 100.

I mean it'll modify loveY from the current variable to 100.
But wouldn't
Code: [Select]
OnActivate > Self > VCE_ModVariable [loveY] == [100]Do the same thing?

But wouldn't
Code: [Select]
OnActivate > Self > VCE_ModVariable [loveY] == [100]Do the same thing?
I think if you add more of the random event strings, it randomly uses on of them.

inb4phflack
inb4phflack

oh, wait...

for random numbers, for 1 - 100, try this:
input>self>vce_modvariable[brick][random][set][1]
input>self>vce_modvariable[brick][random][randomnum][100]

that will then set random to 1-100, note that the 2nd line has to come after the first, so it is triggered after

for strings, i haven't used them yet, i tend to work with var links, buttons, and action triggers (crouching and jetting or something)

But wouldn't
Code: [Select]
OnActivate > Self > VCE_ModVariable [loveY] == [100]Do the same thing?
that's VCE_IfVariable, not ModVariable.

But wouldn't
Code: [Select]
OnActivate > Self > VCE_ModVariable [loveY] Set [100]Do the same thing?
Fixed.

Fixed.
Not, that'd set the variable loveY to 100.
doing RandomNum would chose any random number between the current variable of loveY and 100.
so say lovey was 1, it could make it any number between 1-100.

When someone wins a minigame, does it reset?

When someone wins a minigame, does it reset?
yes
in which case you can use onminigamereset