Author Topic: DO and LOOP events  (Read 1216 times)

Just as in description, we need events that do these.
DO- Simply does that event as soon as its applied, also after being loaded or duplicated.
LOOP- A DO command that loops forever (Depending on delay though)

Anymore ideas? Can someone make this?
« Last Edit: May 06, 2011, 12:32:14 AM by pecon7 »

already been made, called relays and inputs :o

already been made, called relays and inputs :o

I can't get relays to work and what the forget are inputs.

I /support this because I could use some looping events.

OnRelay->Self->FireRelay/FireRelay# = looping

FireRelay/FireRelay# = doing inb4doingquoteedit

What the forget are inputs?
OnRelay, OnActivate, and so on.

It's whatever is in the first box.

I can't get relays to work and what the forget are inputs.

I /support this because I could use some looping events.
Code: [Select]
onrelay>self>firerelay
Code: [Select]
onprintcountover/underflow>self>incriment/decrimentprintcount[9]
onprintcountover/underflow>self>incriment/decrimentprintcount[1]

An Imput is an event term. It is what triggers the event/events. Example: Onactivate, Onplayertouch, Onblownup, Onminigamekill, Etc.

Code: [Select]
onrelay>self>firerelay
Code: [Select]
onprintcountover/underflow>self>incriment/decrimentprintcount[9]
onprintcountover/underflow>self>incriment/decrimentprintcount[1]

Dynamite with timer. Probably messed up, and it's a simple version.

detonator brick
xonActivate > Self > toggleEventsEnabled > 1 2
xonActivate > NAMED BRICK > fireRelay
> ones
onActivate > NAMED BRICK > cancelEvents
> ones
ones brick
xonRelay > Self > fireRelay
xonRelay > Self > decrementPrintCount > 1
xonPrintUnderflow > NAMED BRICK > decrementPrintCount > 1
> tens
tens brick
xonPrintUnderflow > Self > spawnExplosion > blah
« Last Edit: September 28, 2010, 01:20:57 AM by MegaScientifical »

Dynamite with timer. Probably messed up, and it's a simple version.
-snip-
Assuming they can make their own detonators of course right?

Assuming they can make their own detonators of course right?

OH YA! Editing that post for one.

Bump, this is mainly to simplify looping and not require two bricks that face eachother.

Bump, this is mainly to simplify looping and not require two bricks that face eachother.
onActivate - self - fireRelay
onRelay - self - fireRelay
onRelay - (Output)


Same brick.

onActivate - self - fireRelay
onRelay - self - fireRelay
onRelay - (Output)


Same brick.
Relays do not support everything though, like it cannot backtrace to whom started the event.

Relays do not support everything though, like it cannot backtrace to whom started the event.
Then what you want is the old relays which were easily abusable by looping an event on a player or client. You do not want Do and Loop events which are exactly the same as relays.

Relays do not support everything though, like it cannot backtrace to whom started the event.
print counts...
or variables