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| When A Player Steps Off A Brick |
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| Port:
--- Quote from: Greek2me on June 05, 2012, 12:08:58 PM ---triggers --- End quote --- Already stated in the topic. |
| Greek2me:
--- Quote from: Port on June 05, 2012, 12:09:35 PM ---Already stated in the topic. --- End quote --- No stuff. I gave him a link to a good resource. --- Quote from: Greek2me on June 05, 2012, 12:08:58 PM ---http://forum.blockland.us/index.php?topic=192400.0 --- End quote --- |
| jes00:
--- Quote from: Greek2me on June 05, 2012, 12:08:58 PM ---I would recommend using triggers: http://forum.blockland.us/index.php?topic=192400.0 --- End quote --- I don't know what to set the trigger shape and stuff to. |
| Space Guy:
--- Code: ---registerInputEvent("FxDTSBrick","onPlayerFirstTouch","Self fxDTSBrick" TAB "Player Player" TAB "Client GameConnection" TAB "MiniGame MiniGame"); package onPlayerFirstTouch { function FxDTSBrick::onPlayerTouch(%obj, %player) { if($Sim::Time - %player.lastTouchTime[%obj] > 0.3) %obj.onPlayerFirstTouch(%obj,%player); %player.lastTouchTime[%obj] = $Sim::Time; return parent::onPlayerTouch(%obj, %player); } function FxDTSBrick::onPlayerFirstTouch(%obj, %player) { $InputTarget_["Self"] = %obj; $InputTarget_["Player"] = %player; $InputTarget_["Client"] = %player.client; if($Server::LAN) $InputTarget_["MiniGame"] = getMiniGameFromObject(%player.client); else { if(getMiniGameFromObject(%this) == getMiniGameFromObject(%player.client)) $InputTarget_["MiniGame"] = getMiniGameFromObject(%obj); else $InputTarget_["MiniGame"] = 0; } %obj.processInputEvent(onPlayerFirstTouch, %player.client); } }; activatePackage(onPlayerFirstTouch); --- End code --- At least for "on first touch" you don't need triggers or schedules. (Note that onPlayerTouch only registers for one player at a time. If you step on a brick then someone else jumps on and off it can count as you leaving it in between - this way is consistent with how events work but not other uses e.g. capture points which check multiple players) You might be able to save one timer/last touched brick instead of one variable per brick unless one player can trigger touch events on two bricks at once. |
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