Author Topic: Blockland Television Theory  (Read 1659 times)

I though this up about a month ago and it seems to work pretty good.

How It Works
Thanks to the SetPrint Event by Plornt (add on can be found on RTB) You can change the print of a print brick with events. Now, If you made a Print Pack with images to a short .Gif file (up to 30 seconds) and set up a simple relay on the print brick (or another brick) you could make a pretty good looping animation in Bl.

What The Event Would Look Like
OnActivate/Self/FireRelay

OnRelay/Self/SetPrint (Clip-1) [.1 second delay]

OnRelay/Self/SetPrint (Clip-2) [.2 second delay]

OnRelay/Self/SetPrint (Clip-3) [.3 second delay]

And So On.
Oh yeah, put a fire relay at the end if you want it to loop. (but you already knew that).

I can't put any vids yet because I need a (less ram taking up) alternate to HyperCam.

Suggestions? I'll Listen. Rate idea x/10 if you want.


http://forum.returntoblockland.com/dlm/viewFile.php?id=2270 SetPrint Event
« Last Edit: March 03, 2011, 12:09:13 PM by dorkdotdan »

You doubled posted and btw I don't know if a GIF file wil work with prints.

It's not a .Gif. It works in the same way as a .gif, but its not a .gif. You take a print brick and event it to constantly change the print. Thanks for pointing out the double thing.


It's not a .Gif. It works in the same way as a .gif, but its not a .gif. You take a print brick and event it to constantly change the print. Also, What double post?

You posted How it works and What the event would look like twice

Edit: Nvm

Putting that many setprint events would be such a pain.

By idea is to make a playMovie event with one argument for movie selection, and then the movies themselves could be individual add-ons that create a scriptobject, that contains data about how many individual prints are in the movie, in which order they go, and how long between the frames, and then the playMovie event would access this scriptobject and play the movie accordingly.
The biggest problem I see with this is how to get the prints to be appliable to bricks without spamming the print list.

It won't work.

A year or so back I was really into working with fake computers in Blockland (still am hurp). I created a computer that used prints for a more visual experience. But it failed completely. And the reason was because Blockland loads evented prints by a number value, not the actual file name. So the prints would jumble up depending how many other existing prints you have.

Unless the system has changed, the same would happen here. Random prints would appear instead of the image you want.

Plornt made his setPrint event based off the idea of mine. (Note the credit on it.) I'll note that this would be quite troublesome by your method.

I actually have had a script that animates prints for many years, and after all the updates it still works. I was attempting to recreate an old animated print from v0002, and it worked great. The funniest part was when Badspot added prints saving after being used and appearing on ghost bricks. The animation was working on my moving ghost brick seamlessly.

It won't work.

A year or so back I was really into working with fake computers in Blockland (still am hurp). I created a computer that used prints for a more visual experience. But it failed completely. And the reason was because Blockland loads evented prints by a number value, not the actual file name. So the prints would jumble up depending how many other existing prints you have.

Unless the system has changed, the same would happen here. Random prints would appear instead of the image you want.

Such a check would be more intensive, but possible. I'm not sure Plornt wants to work on it, though, so someone else might have to come in and do this.

Putting that many setprint events would be such a pain.

By idea is to make a playMovie event with one argument for movie selection, and then the movies themselves could be individual add-ons that create a scriptobject, that contains data about how many individual prints are in the movie, in which order they go, and how long between the frames, and then the playMovie event would access this scriptobject and play the movie accordingly.
The biggest problem I see with this is how to get the prints to be appliable to bricks without spamming the print list.

Your probably right

This is now going to be my weekend Thing-I'm-Going-To-Do. Though, I thought that Plornt's event did display the print names

This is now going to be my weekend Thing-I'm-Going-To-Do. Though, I thought that Plornt's event did display the print names

Uh, what?

We've already explained setPrints won't let you do this properly. You can get it working for yourself but its guaranteed to screw up on just about everyone elses computer if they don't have similar / no prints.

Uh, what?

We've already explained setPrints won't let you do this properly. You can get it working for yourself but its guaranteed to screw up on just about everyone elses computer if they don't have similar / no prints.
Is it truly random? Or numbered by order that they are added in?

Is it truly random? Or numbered by order that they are added in?

I'm not sure how it works but basically it remembers the prints in order of numbers. When you add prints, the number that the print you selected moves. I've already tried this before, the basic theory he has is flawed.

All it does, to my memory when I made the original one, is look for the variables giving the start and endpoints of the prints for given use. As such, it lists the prints by the numbers applied to them and not the name. How this comes out, I'm not sure. I haven't messed with Serverside code in a long time. That's why I let Plornt take up rebuilding my code.