Author Topic: [Guide] How to Use VCE WIP [Guide]  (Read 1364 times)

Welcome to "How to Use VCE"!

Guide:
First we will start off with some basic stuff about VCE, how to use "VCE_RetroCheck".

Code: [Select]
OnAcvivate >> Self >> VCE_RetroCheck >> ifPlayerName == Adam Savage
OnVariableTrue >> Self >> Disapear >> 1

See? this is the events for a trap door (Not using JVS), Now lets try something that adds Money to a certin player.

Code: [Select]
OnAcvivate >> Self >> VCE_RetroCheck >> ifPlayerName == Adam Savage
OnVariableTrue >> Client >> VCE_ModVariable >> Money Add 100

See? VCE_ModVariable is a way to add/subtract a variable, if you want to display said variable...

Code: [Select]
OnInZone >> Client >> BottomPrint >> Money: <var:cl:money> >>3
Do you see? the <var:cl:Money> is away of displaying a variable, but you need to put these events in a Zone Brick, if you want them on the floor...

Code: [Select]
OnPlayerTouch >> Client >> BottomPrint >> Money: <var:cl:money> >>3
See? we changed the Input Event, now we will learn how to use VCE_IfValue, not VCE_RetroCheck , you see VCE_IfValue uses the variable displaying we talked about earlier, like the only granting money to a certain client...

Code: [Select]
OnActivate >> Client >> VCE_IfValue >> <var:cl:name> == Adam Savage
OnVariableTrue >> Client >> VCE_ModVariable >> Money Add 100
You see, IfValue can be used just like retrocheck, exept RetroCheck can't be used on the brick...

Code: [Select]
OnActivate >> Self >> VCE_IfValue >> <var:br:name> == Brick_1
OnVariableTrue >> Self >> SpawnExplosion >> JeepExplosion

See, if the bricks name is Brick_1, the brick explodes, if its not, nothing happens. Now notice, there are TONS of values, here they are: WIP

« Last Edit: August 17, 2011, 10:38:33 PM by adam savage »