Author Topic: VCE: Required Amount To Use help  (Read 548 times)

I need help making a VCE event that makes you have to have a certaint amount of "ruled" to open a door

what i have to add the "ruled" is:

Code: [Select]
onActivate>self>VCE_modVariable>Player>ruled>add>1
the check on the door is:

Code: [Select]
onActivate>self>VCE_ifVariable>ruled> ">=" >1

then: onVariableTrue>self>contentStart> {blahblahblah...}

So when you click the door it adds a variable and when you click it, it opens?
I think it needs naming.

So when you click the door it adds a variable and when you click it, it opens?
I think it needs naming.

No. There's a seperate thing that you click to add the "ruled". The check and open is on door.

Explain this "ruled" though an example.

Explain this "ruled" though an example.

the "ruled" is the value I want to add to the person. I want the door to check the amount of "ruled" there is. If it is 1 or greater, the door will open. If not, the door wil not.

I need help making a VCE event that makes you have to have a certaint amount of "ruled" to open a door

what i have to add the "ruled" is:

Code: [Select]
onActivate>[b]self[/b]>VCE_modVariable>Player>[b]ruled>add>1[/b]
the check on the door is:

Code: [Select]
onActivate>[b]self[/b]>VCE_ifVariable>[b]ruled> ">=" >1[/b]

then: onVariableTrue>self>contentStart> {blahblahblah...}


Bleh, no edit. But what I just quoted stated that you have "self" and "self"...
Wait, it's to a player...
WAIT... That makes no sense...
It should be... "OnActivate>Player>VCE_modVariable>Ruled Add 1

Bleh, no edit. But what I just quoted stated that you have "self" and "self"...
Wait, it's to a player...
WAIT... That makes no sense...
It should be... "OnActivate>Player>VCE_modVariable>Ruled Add 1

kk I c u that. Ty

Code: [Select]
onActivate -> Player -> VCE_modVar -> ruled -> Add -> 1
Code: [Select]
onActivate -> Self -> VCE_ifValue -> <var:player:ruled> -> GreaterEquals(>=) -> 1
onVariableTrue -> Self -> ContentStart

You had the door checking to see if the Door's "ruled" variable was GreaterEquals 1. You never had anywhere where the Doors variable was changed, therefore always making it false. I also suggest using Self -> VCE_ifValue because it tends to be more reliable that Player/Client ifVariable.