Author Topic: Severe VCE problem fix  (Read 1064 times)

I'm having this serious problem with VCE right now. I'm eventing turbolifts on my star trek ship and its heavily reliant on VCE as there is no other way to do it. It also includes zone event plates so that the sounds of the turbolift are client-sided to provide realism.

So here's the problem: I can't execute events only on one brick when using ifVariable events with a named brick target.

I have already asked multiple times for this issue to be fixed in the VCE thread and I still have yet to get a real answer. I also will attach a picture to show you the exact events I am talking about not working:

I seriously need this problem to be fixed. I have been trying for weeks to find an optional event workaround for this that doesn't infinitely complicate eventing or chew up schedules but so far I have had no luck.

The last box needs to be 1 2 instead of 1 1
It's what events are affected by the ifVariable check.

fire it a relay, then onrelay do the check
or printcountover/underflow
The last box needs to be 1 2 instead of 1 1
It's what events are affected by the ifVariable check.
i don't think that's what he's asking about

i don't think that's what he's asking about

I'm just saying that that's a problem.

I'm just saying that that's a problem.
It isn't the problem, i'm aware its like that. I just threw in some reaction events so it made sense.

fire it a relay, then onrelay do the check
or printcountover/underflow
that would be for modifying variables, which isnt what im trying to do at all. what im trying to do is trigger events on a parent brick as a reaction to an ifVariable event also on the parent brick which is checking for a variable on another brick.

unfortunately, print counts are not even applicable to what im trying to do at all. i dont want numbers continously increasing and stuff, there are tons of variables im trying to use with named brick targets and VCE.

LOL I was about to add a topic on the same thing.
I am also working on a Scifi build (Stargates) in my case.
I am attempting to make a control brick (different for each gate) and a teledoor which by using setBrickName can set only two at a time to link.  However the teledoor relies on a variable of the control brick.  I can get the variable but it seems to have multiple values (I have var = 1 and var=2) and all If statements are triggered.

I have tried to get around it in two methods:
1.    Named_brick->ifVar [place] = #
2.    self->ifVar[<var:nb_gateAConrol:place>] = #

both have anomalies.

1. all IFs are triggered
2. seems to modify the var or somthing odd (cannot quite place it)

EDIT:

Found a fix for ya :D


instead of if_variable use if_value

EX: for line zero in your pic

onActivate->NAMED_BRICK[2]->VCE_ifValue[<var:nb_2:test>]== [1]  [1 2]
« Last Edit: April 13, 2012, 05:35:39 PM by zmaster »

holy crap i tried something similar to what you did and it worked :D

I was just going down the list of possibilities and eventually founbd one that worked.
Glad I could help :D

you saved my project and future turbolift technology for my glorious leader captain c's ships alot of trouble. i have nothing but thanks <3

you saved my project and future turbolift technology for my glorious leader captain c's ships alot of trouble. i have nothing but thanks <3

give him your virginity

give him your virginity
i'm straight, thank you very much