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Find all bricks (oh ya its solved)

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Swollow:

Why doesn't this work?
  for(%i=0;%i<ClientGroup.GetCount();%i++)
   {
   %bg = ClientGroup.GetObject(%i);
      for(%a=0;%a<%bg.getCount();%a++)
      {
      %bg.getObject(%a).brickUnLocked = 0;
      }
   }


CityRPG:

Because you're going through the client group, and then going through objects attached to the client, which will be nothing.


--- Code: ---for(%a = 0; %a < mainBrickGroup.getCount(); %a++)
{
%bg = mainBrickGroup.getObject(%a);

for(%b = 0; %b < %bg.getCount(); %b++)
{
%brick = %bg.getObject(%b);

// Do Stuff
}
}

--- End code ---


Lugnut:

that is soooo pertaining to my add-on >.>

Swollow:


--- Quote from: CityRPG on February 09, 2012, 08:27:15 PM ---Because you're going through the client group, and then going through objects attached to the client, which will be nothing.


--- Code: ---for(%a = 0; %a < mainBrickGroup.getCount(); %a++)
{
%bg = mainBrickGroup.getObject(%a);

for(%b = 0; %b < %bg.getCount(); %b++)
{
%brick = %bg.getObject(%b);

// Do Stuff
}
}

--- End code ---

--- End quote ---
thanks new kalphiter Iban

--- Quote from: Lugnut1206 on February 09, 2012, 08:37:12 PM ---that is soooo pertaining to my add-on >.>

--- End quote ---
I'm making a mod that the bricks become locked when they are loaded

DontCare4Free:


--- Quote from: swollow on February 09, 2012, 10:21:29 PM ---I'm making a mod that the bricks become locked when they are loaded

--- End quote ---

Something like

--- Code: ---package bleh {
    function FxDTSBrick::onLoadPlant(%this) {
        if (%lock) {
            %this.locked = true;
        }
        parent::onLoadPlant(%this);
    }
}; activatePackage(bleh);

--- End code ---
?

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