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Orthone:


--- Quote from: Freebuild on November 20, 2011, 06:00:01 PM ---You're handicapped if you really think you need an "onActivate event" to make it be called.

That would have nothing to do with that, think about what your saying and if it sounds right and would be true.


--- End quote ---
It is possible that bricks ignore being clicked unless they actually have an event for them to be clicked.

Headcrab Zombie:


--- Quote from: Freebuild on November 20, 2011, 06:00:01 PM ---You're handicapped if you really think you need an "onActivate event" to make it be called.

--- End quote ---
It's generally a bad idea to call someone who's trying to help you handicapped.

Anyways, I do remember you used to need an onActivate event for the onActivate function to be called

Superb:

Wow, package player activate stuff, shoot a ray cast from the player, if the raycast is the brick you want, execute code?

cheese6:

I am completly and utterly sorry, someone has gotten into my account. I have changed my password and all is good

Have a good day
:D

Uristqwerty:


--- Quote from: Headcrab Zombie on November 20, 2011, 01:02:45 PM ---...
(which I believe also requires an onActivate event on the brick for it to even be called)
...
and some sort of vector that I'm not sure what it means

--- End quote ---

Did a bit of testing, and with freshly placed, event-free blocks, onActivate was indeed called, and the last argument appeared to the the player's eye vector at the time.

After a few more quick tests, it appears that onActivate is called every time (though I may be missing an obscure corner case or two. Unlikely.), but ProcessInputEvent is only called if the block has at least one input event, which does the actual work of checking any quotas and if there even is a matching event on the block.

So, from my limited empirical evidence, onActivate is reliable regardless of what events the brick actually has.

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