Author Topic: Client Event GUI + Do Events + Client Wrench  (Read 1643 times)

do events have been made before, but you can do the same thing with VCE
input>self>VCE_ifvalue[1][==][1][1 2]
onvariabletrue>player>kill
onvariabletrue>player>instantrespawn
You cant put strings of 30 events in that box... I just wanted a bigger version..
I already knew about that..

Yes you can.

input>self>VCE_ifvalue[1][==][1][1 30]
onvariabletrue>player>kill
onvariabletrue>player>instantrespawn
onvariabletrue>player>kill
onvariabletrue>player>instantrespawn
onvariabletrue>player>kill
onvariabletrue>player>instantrespawn
onvariabletrue>player>kill
onvariabletrue>player>instantrespawn
etc

triggers all events from 1-30.

browse through rtb for the doEvent thing. it's not called doEvent, fyi.

You can't have client sided events.

Who said it was client sided?

How?

commandToServer([function], args,...)
commandToClient(client, function, args,...)
« Last Edit: May 25, 2012, 11:34:36 AM by zmaster »

Who said it was client sided?
Client Events GUI:


commandToServer([function], args,...)
commandToClient(client, function, args,...)
Now I'm very confused as to what it does.

Could someone just make a wrench that edits a players prefs?! The player would have a "revert to original" button/command

Yes you can.

input>self>VCE_ifvalue[1][==][1][1 30]
onvariabletrue>player>kill
onvariabletrue>player>instantrespawn
onvariabletrue>player>kill
onvariabletrue>player>instantrespawn
onvariabletrue>player>kill
onvariabletrue>player>instantrespawn
onvariabletrue>player>kill
onvariabletrue>player>instantrespawn
etc

triggers all events from 1-30.

browse through rtb for the doEvent thing. it's not called doEvent, fyi.
then why doesnt it work for me?

then why doesnt it work for me?

because you did it wrong
now tell us what you actualy did so we can tell you what you did wrong

What he means by client events isn't clientsided, he means eventing your player. This currently would require the entire events dialog to be remade, since the default version doesn't support loading input lists for anything other than bricks, or a super gay hack workaround like the minigame events that just spams up the menu with stuff that isn't related to bricks.

The server component of wrench events has full support for it, you can register events for any class, you just can't by default use any class other than fxDTSbrick, and you can't manually open the events dialog (only the normal wrench dialog).

Also the thing you're looking for on the do event thing is Sub Events, right here. It works exactly like VCE's sub things (it's the same code), just calls onSub inputs.

Tis rather long... (Not working)
Code: [Select]
X 33ms onActivate Self fireRelay
X 33ms onRelay Self fireRelay
X 0ms onRelay Self VCE_retroCheck ifLastPlayerMsg ~= >S 3 6
X 0ms onVariableTrue Self VCE_modVariable Brick cats Set <var:cl:lastmsg>
X 0ms onVariableTrue Self VCE_modVariable Brick cats Character
- 0ms onVariableTrue Client CenterPrint <var:br:cats> = Current Scale 3
X 0ms onVariableTrue Self VCE_retroCheck ifPlayerID == 10103 7 26
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == .2 27
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == .3 28
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == .4 29
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == .5 30
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == .6 31
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == .7 32
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == .8 33
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == .9 34
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1 35
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1.1 36
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1.2 37
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1.3 38
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1.4 39
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1.5 40
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1.6 41
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1.7 42
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1.8 43
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 1.9 44
X 0ms onVariableTrue Self VCE_ifVariable <var:br:cats> == 2 45
X 0ms onVariableFalse Client ChatMessage <color:ff0000><var:br:cats><color:ffffff>, is not a valid scale...
X 0ms onVariableTrue Player SetPlayerScale 0.2
X 0ms onVariableTrue Player SetPlayerScale 0.3
X 0ms onVariableTrue Player SetPlayerScale 0.4
X 0ms onVariableTrue Player SetPlayerScale 0.5
X 0ms onVariableTrue Player SetPlayerScale 0.6
X 0ms onVariableTrue Player SetPlayerScale 0.7
X 0ms onVariableTrue Player SetPlayerScale 0.8
X 0ms onVariableTrue Player SetPlayerScale 0.9
X 0ms onVariableTrue Player SetPlayerScale 1
X 0ms onVariableTrue Player SetPlayerScale 1.1
X 0ms onVariableTrue Player SetPlayerScale 1.2
X 0ms onVariableTrue Player SetPlayerScale 1.3
X 0ms onVariableTrue Player SetPlayerScale 1.4
X 0ms onVariableTrue Player SetPlayerScale 1.5
X 0ms onVariableTrue Player SetPlayerScale 1.6
X 0ms onVariableTrue Player SetPlayerScale 1.7
X 0ms onVariableTrue Player SetPlayerScale 1.8
X 0ms onVariableTrue Player SetPlayerScale 1.9
X 0ms onVariableTrue Player SetPlayerScale 2

You have to enter '27 27' for a single event last I checked, the sub system is kind of weird that way.