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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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