Author Topic: would i have to use vce  (Read 1733 times)

for this if so what are the events
im making a prison and the people will be able to find a knife know i want it so that after a amount of hits on a bar it breaks like fake kill what would the events be i dont know how to use vec im learning eg:looking at the post on how to do it

i also need it that after a certain amount of searching something you finally find something

Code: [Select]
1. OnProjectileHit > Self > VCE_ModVariable [Hits] [Add] [1]

2. OnProjectileHit > Self > VCE_IfValue [<Var:Self:Hits>] [>=] [5]

3. OnVariableTrue > Self > FakeBrickKill [10]

4. OnVariableTrue > Self > VCE_ModVariable [Hits] [Set] [0]
This will fake kill the brick for 10 seconds after 5 projectiles have hit it.

i would use toggles
Code: [Select]
[0]onprojectilehit>self>toggleeventsenabled[0 1]
[1]onprojectilehit>self>toggleeventsenabled[1 2]
[2]onprojectilehit>self>toggleeventsenabled[2 3]
[3]onprojectilehit>self>toggleeventsenabled[3 4 5]
[4]onprojectilehit>self>toggleeventsenabled[0 4 5]
[5]onprojectilehit>self>fakekill[10]
that would do the same thing as tezuni's, although i would use his way for more than 5 hits or so, and my way for less

Code: [Select]
1. OnProjectileHit > Self > VCE_ModVariable [Hits] [Add] [1]

2. OnProjectileHit > Self > VCE_IfValue [<Var:Self:Hits>] [>=] [5]

3. OnVariableTrue > Self > FakeBrickKill [10]

4. OnVariableTrue > Self > VCE_ModVariable [Hits] [Set] [0]
This will fake kill the brick for 10 seconds after 5 projectiles have hit it.
yer would that be the same if lets say a knife or a bottle was to hit it?

my events are they right??

Yes, although in line 1 you forgot the open bracket ( < ) in the
Code: [Select]
OnProjectileHit > Self VCE_IfValue [[b]<[/b]var:self:hits>] [>=] [5]

Yes, although in line 1 you forgot the open bracket ( < ) in the
Code: [Select]
OnProjectileHit > Self VCE_IfValue [[b]<[/b]var:self:hits>] [>=] [5]
u mean line 2

events type it like onactivate and so on



What I would do:

Code: [Select]
[X] 0 [0] onProjectileHit > Self > VCE_ifVariable > [Hits] >= [5] [1 3]
[X] 1 [0] onVariableTrue > Self > VCE_modVariable > [Hits] set [0]
[X] 2 [0] onVariableTrue > Self > fakeKillBrick > [0] [0] [0] [10]
[X] 3 [0] onVariableFalse > Self > VCE_modVariable > [Hits] add [1]
[X] 4 [0] onBlownUp > Self > VCE_ifVariable > [Hits] >= [5] [1 3]
[X] 5 [0] onBlownUp > Self > Respawn
[X] 6 [0] onProjectileHit > Client > bottomPrint > [<color:FFFF00>Brick Health<color:FFFFFF> <var:brick:hits> / 5] [3]
[X] 7 [0] onBlownUp > Client > bottomPrint > [<color:FFFF00>Brick Health<color:FFFFFF> <var:brick:hits> / 5] [3]

This way, if someone shoots it with a rocket launcher, it will not disappear or bypass the onProjectileHit.

that is so cool useing that thanks but will it work with a bottle but big guns like rpg 7 wont do any thing right?

that is so cool useing that thanks but will it work with a bottle but big guns like rpg 7 wont do any thing right?

If it blows up, it instantly respawns so that if you're using it for a wall or something, you still can't get through. It also uses the onProjectile check for the onBlownUp check. Using my method, there's no way around it.

If it blows up, it instantly respawns so that if you're using it for a wall or something, you still can't get through. It also uses the onProjectile check for the onBlownUp check. Using my method, there's no way around it.
so only exsplosens will make it respawn instantly (sorry 4 spelling on psp and its starting to go slow down)

If it blows up, it instantly respawns so that if you're using it for a wall or something, you still can't get through. It also uses the onProjectile check for the onBlownUp check. Using my method, there's no way around it.
although it will count twice if you rocket it and it blows up from explosion