Author Topic: What are some basic VCE events everyone should know?  (Read 2052 times)

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I've forgot most of VCE events since I stopped using VCE but i still have it so i'm wondering what are some events everyone should know?

You should know VCE. There aren't really any specific events, it's just you either know it or you don't.

For those that don't know VCE, here's a terribly short rundown:
VCE is all about modifying and storing variables, with two main input events
onVariableTrue
onVariableFalse
(although these would more accurately be termed onConditionTrue and onConditionFalse).

These input events may be called after any conditional VCE statement
VCE_ifVariable
VCE_ifValue
which simply perform some type of comparison of variables or values. (For example onActivate > self > VCE_ifVariable > numClicks [==] 10 to check if the variable numClicks stored on this brick equals 10.) The box at the end of these conditional statements allows you to select a range of VCE input events to go to.

All the rest is basically an extension of this, there are many much longer and better tutorials to help you get going with VCE.

i'm cool with vce in general but can someone explain to me what the difference between ifValue and ifVariable are

i'm cool with vce in general but can someone explain to me what the difference between ifValue and ifVariable are

I was about to expand upon that.

Variables - variables made and stored by VCE
Values - game variables (like simTime) and named brick variables

So for example if you wanted to check a named bricks variable, you would do ifValue > [<var:nb_brickname:varname]

Basically variables are specifically stored to that brick locally with VCE, to my understanding

You can do most anything with the retro events. Everything other than those is for really specific cases.

You can do most anything with the retro events. Everything other than those is for really specific cases.
Retro events are the isAdmin and such for output right?

Variables - variables made and stored by VCE
Values - game variables (like simTime) and named brick variables

So for example if you wanted to check a named bricks variable, you would do ifValue > [<var:nb_brickname:varname]

Basically variables are specifically stored to that brick locally with VCE, to my understanding
Interesting, didn't know this.

I was about to expand upon that.

Variables - variables made and stored by VCE
Values - game variables (like simTime) and named brick variables

So for example if you wanted to check a named bricks variable, you would do ifValue > [<var:nb_brickname:varname]

Basically variables are specifically stored to that brick locally with VCE, to my understanding
this is what i originally thought, however it seems like i'm able to use ifvalue for every variable i create

this is what i originally thought, however it seems like i'm able to use ifvalue for every variable i create

If you refer to it as <var:br:varname> then certainly you can use ifValue, because that is getting the VCE variable reference.

For example both of these would work the same:
onActivate > self > VCE_ifVariable > [varname] [==] [10]
onActivate > self > VCE_ifValue > [<var:br:varname>] [==] [10]
You could say ifVariable is just a shorthand version

Added visual:

You can test by disabling line 1 or line 2, both versions work.
« Last Edit: January 31, 2017, 07:53:25 PM by Wesley Williams »

Retro events are the isAdmin and such for output right?

Yes, retrocheck and all the other events in that section are retroevents. Though, a lot of the other events such as modvar and ifvar can be considered retro as well, seeing as the retro events were just the original version of vce.