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Events Replacement - How would you prefer?

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Colten:

Current system is extremely tedious, I wish there was a way to set, say, an onactivate that affected multiple bricks so instead of:


--- Code: ---onActivate -> pixel1 -> setColor -> red
onActivate -> pixel2 -> setColor -> red
onActivate -> pixel3 -> setColor -> red
onActivate -> pixel4 -> setColor -> red
--- End code ---

I could just do something like

onActivate -> pixel1, pixel2, pixel3, pixel4 -> setColor -> red

I dont care how I get it to that, weather it be using the default way or one of the ways you suggested but itd be a nice feature. Out of your suggestions Id suggest some sort of coding-esque way of writing out events, maybe like


--- Code: ---onActivate
    pixel1
    pixel2
    pixel3
    pixel4
        setColor
            red
--- End code ---

or maybe a more efficient way.

Munkey:


--- Quote from: Colten on November 20, 2011, 03:41:35 PM ---
--- Code: ---onActivate
    pixel1
    pixel2
    pixel3
    pixel4
        setColor
            red
--- End code ---

--- End quote ---

This would be great, also.

Chrono:


--- Code: ---onProjectileHit: swordProjectile
self
disappear: [10]
b: trigger1 &
b: trigger2 &
b: trigger3
fakeKillBrick: [0 0 0] [10]
client
centerPrint: ["You have opened the door by cutting the rope."] [5]
--- End code ---

Now we just need room for delays! :)

Pentium:

You mean like a scripting language as an alternative for the eventing system? Yes please.

otto-san:


--- Quote from: Chrono on November 20, 2011, 03:48:03 PM ---
--- Code: ---onProjectileHit: swordProjectile
self
disappear: [10]
b: trigger1 &
b: trigger2 &
b: trigger3
fakeKillBrick: [0 0 0] [10]
client
centerPrint: ["You have opened the door by cutting the rope."] [5]
--- End code ---

Now we just need room for delays! :)

--- End quote ---
I would love that.

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