Author Topic: IfPlayerDead?  (Read 1634 times)

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All of these hack events for variables and logic completely break the grammar of the events and make it impossible to understand.  All of the default events read like this:
Quote
Hi I'm a brick, when X happens, I'm going to wait X milliseconds, then find target X and do X to it. 
Anything that doesn't read like that is forgeted up. 

All of these hack events for variables and logic completely break the grammar of the events and make it impossible to understand.  All of the default events read like this:Anything that doesn't read like that is forgeted up. 
Yes

Yes
Olol, suck-up.

Through other add-ons, it's possible to make a kill message, for example.
Code: [Select]
0 | X | 0 | onPlayer Touch| self   | fireRelay   |                      |
 1 | X | 0 | onRelay       | self   | ifPlayerID  | doSub                |
 3 | X | 0 | onsub         | self   | sub         |                      |
 4 | 0 | 0 | onPlayerDeath | client | centerPrint | You have been killed!|
 5 | 0 | 0 | onRelay       | self   | fireRelay   |                      |
These events could be put into say, a player spawn, so they are immediately ready.
« Last Edit: June 26, 2009, 09:28:39 AM by .::Taboo::. »

All of these hack events for variables and logic completely break the grammar of the events and make it impossible to understand.  All of the default events read like this:
Quote
Hi I'm a brick, when X happens, I'm going to wait X milliseconds, then find target X and do X to it.
Anything that doesn't read like that is forgeted up.
The main reason I do not support this mod, and even my own variables mod.
Another reason is the fact that variables can be abused.
I pretty well gave the mod to Destiny so he can forget it up rather than I. I only contributed to V1-V2 of the mod.

Eh version 5 is alot better. It gets rid of all those millions of "ifBlah" clogging up the events list. The new way they work does make more grammatical/logical sense.
The current variable event system:
Quote
Hi I'm a brick, when X happens, I'm going to wait X milliseconds, and trigger variabletrue or variablefalse inputs regarding values that have absolutely nothing to do with me.
The new way:
Quote
Hi I'm a brick, when X happens, I'm going to wait X milliseconds, and trigger variabletrue or variablefalse regarding whether this value is logic to that value.
« Last Edit: June 26, 2009, 09:26:22 AM by Destiny/Zack0Wack0 »