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| [Tutorial] How to make a VCE Generator |
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| Blaze0:
Like in Isar Tower, someone was asking for help in general discussion for how to make one of these. So it took me 45 minutes to write but I wrote him a full tutorial on how to make it. Figured I might as well post it here so others can see. Everything below this line is copy/pasted from my previous post in the other topic! For the generator, make 2 blocks in an enclosed space. For this example, we'll use 1x2x5 bricks, broad side facing eachother. Looks like this: O O O O "O" being brick studs. Now lets name the ones on the left "Fire" (We'll make it green") and the other one "Receive" (yellow") O O O O First, we'll apply the following events to "Fire", or the green brick. 0 ☑ [400] OnRelay - Self - FireRelay 1 ☑ [] OnRelay - Self - SpawnProjectile [Pong] [X] [X] [X]* *Mess around with the coordinates until they aim at "Receive". Only one coordinate should have a value, and it should take about a half of a second for it to hit it. Projectile is optional, but I prefer pong. Simple event, huh? Make a separate brick of any type to start up the generator. I would prefer a JVS button, but the choice is up to you. Apply the following event: 0 ☑ [] OnActivate - NamedBrick [Fire] - FireRelay Done. Now select the "receiver" brick and enter it's events. This one is a little bit harder. Add these: 0 ☑ [] OnProjectileHit - Self - FireRelay 1 ☑ [] OnRelay - Self - VCEModVariable [Ingots] [Add] [3] 2 ☑ [] OnProjectileHit - Projectile - Delete For this example our variable is called "Ingots". Our generator is done! We'll test it later, now on to our power user! We'll use a lamp for this example. Build your lamp, and enter the wrench menu for the brick you want the light on. Enter events. Apply the following: 0 ☑ [] OnActivate - Self - FireRelay 1 ☐ [5000] OnRelay - Self - FireRelay 2 ☑ [] OnRelay - Self - VCEIfVariable [<var:nb_receive:Ingots>] [>=] [3] [3 4] 3 ☑ [] OnVariableTrue - Self - SetLight [Player's Light] 4 ☑ [] OnVariableFalse - Self - SetLight [None] 5 ☑ [] OnVariableTrue - NamedBrick [Recieve] VCEModVariable [Ingots] [Subtract] [3] 6 ☑ [] OnVariableTrue - Self - VCEModVariable [lamp1power] [Set] [1] 7 ☑ [] OnVariableFalse - Self - VCEModVariable [lamp1power] [Set] 0 8 ☑ [] OnActivate - Self - VCEIfVariable [lamp1power] =/= 0 [9 9] 9 ☑ [] OnVariableFalse - Client - Bottomprint [The generator does not have enough power do supply this object!] NEW: EXTRA Checker Want to check the number of ingots? Make a brick (preferably a print ramp with a computer image) and event the following: 0 ☑ [] OnActivate - Client - Centerprint [The generator currently has <var:nb_receive:ingots> ingots stored!] NEW: ANOTHER EXTRA Manual Pump Need power fast? Want to go green? This brick will add one ingot each time it is clicked for extra generation! Make a brick (Do not use a JVS button that has to reload, use a regular brick!) and apply the following: 0 ☑ [] OnActivate - Self - VCEModVariable [<var:nb_receive:ingots> [Add] [1] 1 ☑ [] OnActivate - Client - Centerprint [Nice! You just manually generated an ingot! |
| Blaze0:
Also, a note, whenever I use [ and ], I'm just using that to mark a box! Do not actually type them! |
| Lugnut:
Isar tower doesn't look so amazing now... now for someone to crack that data storage room and make an easy to follow tutorial. |
| Blaze0:
--- Quote from: Lugnut1206 on August 26, 2011, 01:39:15 PM ---Isar tower doesn't look so amazing now... now for someone to crack that data storage room and make an easy to follow tutorial. --- End quote --- I have a save of it. Kind of an old save. I will NOT GIVE AWAY OR DISTRIBUTE. It's just for expanding my knowledge of events. I'll check out the storage room today. |
| Saiytex:
Nice TUT but it would be easier with pictures :cookieMonster: but again nice |
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