Author Topic: Player Wrench  (Read 454 times)

An idea I've had for a bit, though not sure of its potential.

A wrench modification/a new wrench-like tool that allows you to modify a few things on your player/client or, if you are admin, someone else.

It'd work something like this:

/playerWrenchMode - Switches modes. Player/Client, admins have additional other player/client.

the mode of course determines what you are modifying.

When you use it, it opens up a GUI a lot like the event GUI. But instead of just input/target/output/arguments, it can do more.

It has, of course, basic inputs and outputs.

As an example for basic player event,
Code: [Select]
onPlayerActivated > SelfClient > chatMessage > "Someone activated you!"
As an example for basic client event,
Code: [Select]
onClientSendMessage > SelfClient > ifLastMessage > $= "Ponies!"
onTrue > SelfClient > messageSent > "Yay, ponies!" (messageSent would have a timer on it to prevent spam.)

From this you can see a few things.

It detects when your player is clicked.
SelfClient target is your own client.
It detects when your client sends a message.
It has a variable system with if statements and such.
It has an output to send messages with anti-spam measures.

Now, some more things and adding onto some of the things said above.

Player stuff:
Code: [Select]
0 | variable > ["test"] [set] [1]

0 | onPlayerPlayAnimation > [animName] [lineloveecuted, set up like "DELAY LINESTART LINEEND, in this case "0 1 1"]
1 | executedLine > SelfPlayer > emote > "Alarm"

Client:
Code: [Select]
onPlayerObjectSpawn > SelfPlayer > emote > "Confused"

And so forth.

edit:

The reason this would be nice is so that you don't have to have a bunch of relays to check and do things. It would also be more extensive than brick events.

Another possibility is a brick event to add events to player/clients.
« Last Edit: April 09, 2011, 11:30:49 PM by otto-san »

SelfClient should go after the brick's client, which is total nonsense.

I would just add Owner (Player) and Owner (Client)

SelfClient should go after the brick's client, which is total nonsense.

I would just add Owner (Player) and Owner (Client)
...What?

That doesn't really make sense if you think about it.

SelfClient would be logical in this case, since Client would imply the one that activated/did something would be targeted, which wouldn't be the case.

OtherClient could be something for admins to use that targets, of course, the other client.

..A wrench that can set events to your playertype like a brick?
That's..an odd idea. Not sure I like it.

"Self" means the Brick of which you are eventing.

"SelfClient" means the Client of the Brick of which you are eventing.

It's basic english. It's how the logic follows. "Self" is predefined, and when used as a prefix like this, the follow phrase is meant to be describing the prefix term.

Go with Owner (Player/Client) or else I can guaruantee that people will look at this and say "wtf, dis is gey"

"Self" means the Brick of which you are eventing.

"SelfClient" means the Client of the Brick of which you are eventing.

It's basic english. It's how the logic follows. "Self" is predefined, and when used as a prefix like this, the follow phrase is meant to be describing the prefix term.

Go with Owner (Player/Client) or else I can guaruantee that people will look at this and say "wtf, dis is gey"
Bricks aren't even involved in this save that last part at the end which is purely hypothetical.

All the rest is--

A wrench that can set events to your playertype like a brick

basically that

Bricks aren't even involved in this save that last part at the end which is purely hypothetical.

All the rest is--

I don't think you understand.

I don't give a damn about what you're actually trying to do when I discuss the name of the target.

I'm outta this thread.

I don't think you understand.

I don't give a damn about what you're actually trying to do when I discuss the name of the target.

I'm outta this thread.
alright.

I see what you're thinking, but I don't know which of us doesn't understand. And we also don't understand what the other can't understand about what they're saying. :o

you're saying it'd be more logical to use Owner (Player/Client) because SelfClient would imply that it was the brick's client. That makes perfect sense, just not really here.

SelfClient in this case means if you event a player, SelfClient would be you, OtherClient would be the other client in certain situations.

If that doesn't make things any clearer, I clearly don't understand what you're saying and I'm sorry.