Author Topic: Varlinks not working  (Read 1703 times)

again, my example was very dumbed down.  the only use for == in my example to check the updated variable, not checking for the amount of money the person has.  if i were to use >= for the events im using in my bank and skyscraper where, at least for the TBTskyscraper being about 50 stories tall, it simply would not work.

i also have another dilemma.

with the bank for my city that im trying to make as realistic as possible, im trying to make a bank brick, separate from the "deposit, withdraw money" brick that when clicked allows someone to steal all of the money that people have stored in that one bank but still allow the owner of the money to be able to take that money out.  im assuming i would accomplish this task by transferring the client's money to a brick and saving that variable as the player's BL_ID.  to avoid overlaping money at different banks, i was wondering if i could make a complex variable made out of an already existing variable and another word, such as "bankname<var:cl:blid>"

i forget if its specifically blid or another word for their BL_ID.

sorry, long post.  i would figure this out but im away from my computer at the moment.
For the banks, I can't fully understand what your trying to do, however I do know that you cannot put a variable inside a variable.
Such is no possible:

Onactivate->client->modvariable [<var:cl:bl_id>] Set


See how that would cause problems?

For the banks, I can't fully understand what your trying to do, however I do know that you cannot put a variable inside a variable.
Such is no possible:

Onactivate->client->modvariable [<var:cl:bl_id>] Set


See how that would cause problems?

i was probably to ambiguous with my last question, but i was able to do what i wanted.

i was able to store a player's money into a single brick, while making it available for someone to steal all of the money in that bank.

the sequence is as follows to store money and check how much you have:

@onactivate-self-modvar-brick-[<var:cl:bl_id>Money] [add] [<var:cl:$>

@onactivate-self-modvar-client-[$] [set]


@0nplayertouch-client-chatmessage-[<var:cl:<bl_id>Money>]


and yes, this seemingly impossible event chain works.

now, when someone comes to rob a bank, the var:cl:bl_id variable can be converted into another mass variable and thus transferred into the robber's stolen amount variable.

0 [ 0 ] onactivate - client - chatmessage - <varlink:Add Money_Money:1>
1 [ 0 ] onvariableupdate - client - ifvariable - Money == 1
2 [ 0 ] onvariabletrue - client - modvariable- Dollars - add- 500
Fix'd.

Fix'd.

idk why it did that formatting, i think it was because i was on my DSI at the time, dang mexicans stole my ipod.