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| elm:
--- Quote from: Ipquarx on May 04, 2012, 05:35:09 PM ---If a function is defined for an object/class, then the %this argument (whatever you name it) has to be there. If you want an argument in the function, there should be %this and then your arguments. It's how the engine works. It's not just for convenience. --- End quote --- It doesn't have to be there, i can do gameConnection::autoAdminCheck(%lol), but it's proper practice. |
| Port:
--- Quote from: elm on May 04, 2012, 05:47:59 PM ---It doesn't have to be there, i can do gameConnection::autoAdminCheck(%lol), but it's proper practice. --- End quote --- Indeed. --- Code: ---==>function scriptObject::dummy( %hello ) { echo( %hello ); } ==>scriptObject::dummy( 5 ); 5 --- End code --- |
| Wordy:
%this is just like %client but instead doesn't work for your client. %this represents the ID of the object. I think so anyway. |
| Deoxys And One Noob:
--- Quote from: elm on May 04, 2012, 05:47:59 PM ---It doesn't have to be there, i can do gameConnection::autoAdminCheck(%lol), but it's proper practice. --- End quote --- ok. So, its a variable that is server sided %client is client-sided! Got it. Thanks |
| elm:
--- Quote from: Deoxys And One Noob on May 05, 2012, 07:39:46 AM ---ok. So, its a variable that is server sided %client is client-sided! Got it. Thanks --- End quote --- No, its a variable for the object let me explain: Say we package fxdtsbrick::onplant(%this) %this would be the brick Say i do some client sided thing: Function simObject::doDump(%this) { %this.dump(); } Now we can do serverConnection.getControlOb ject().doDump(); in this case, %this would be our control object. Another: serverConnection.doDump(); %this would be our serverconnection object, etc, etc. |
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