Author Topic: Player Events.  (Read 523 times)

You wrench a brick.
You event it.
Code: [Select]
onActivate > Player > configurePlayerEventsYou send.
You click the brick.
The Event GUI pops up.
You event.
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onPlayerTouch > Brick > Fakekillbrick [][][] [1]You send.
You touch ANY Brick... and it fakekills.

Player Events. Read it again if you don't get it. Events that apply to everything, and onplayersomething is the only input events.

Oic what your saying. So when you configure you can have something like...

Code: [Select]
Onplayeractivated->player->addvelocity [0,0,10]

This idea is good, but can you have it happen maybe like this...

Code: [Select]
Onplayerspawn->player->[b]SET[/b]playerevents[PlayerEvent01]
OnplayerActivated->player->addvelocity[0,0,10]
                            |PLayerEvent01|
I know for a fact that would be hard, yet ingenious, and fairly exciting.

No, Events not FOR the player,events IN the player. when a player activates a brick, it does it's playerEvents, and whatever onActivate stuff is in the brick.
the playerevents, are somewhat like normal ones. Onactivate would effect all  bricks.
onPlayerActivated isn't what I mean. perhaps more along the lines of
onPlayerActivATE is more what I mean, but for every brick, every where.