Author Topic: VCE help  (Read 1072 times)

I don't know hwere to post this, but this is my best guess.

I want to make a brick where it adds 1 time to the player, then stops.
Though, I tried everything I can think of.


whut do you mean adding a time and stopping?

whut do you mean adding a time and stopping?

I mean adding 1 to the player, then not letting any more be added.

I mean adding 1 to the player, then not letting any more be added.
Anymore what?

so a player walks around with a 1 on his head and no more 1s can be added?

Oh my god, do ANY of you know how to use VCE?

Oh my god, do ANY of you know how to use VCE?
Yes, but you don't know what you want

OnActivate-player-VCEModVariable-VariableName-Add-1

but seriously, you're description of what you wantist of vague.

OnActivate-player-VCEModVariable-VariableName-Add-1

Thats what I did.
But I want it to that one time for each player, then stop.

cant you
0-onactivate>player>vcemodvariable>variablename>add>1
1-onactivate>self>seteventenabled>0 (disabled)
or am i missing something

Thats what I did.
But I want it to that one time for each player, then stop.
Then try this
OnActivate-player-VCEModVariable-VariableName-Set-1

If you want us to help to the fullest, then tell us what you are making.

Also, if you want this done right, to what you have described, look at the below.

  • [onactivate] [client] [VCE_Ifvariable] [count] [==] [1] [1 4]
  • [1]
  • [onvariablefalse] [client] [VCE_Modvariable] [count] [set] [1]
  • [2]
  • [onvariablefalse] [self] [VCE_Savevariable] [client] [count]
  • [3]
  • [onvariablefalse] [client] [centerprint] [You clicked this brick and have a thing] [3]
  • [4]
  • [onvariabletrue] [client] [centerprint] [You already clicked this brick and have a thing] [3]


Use client for variables where you don't want them to be lost when someone dies.  Use savevariable for variables that need to be recalled from earlier sessions.  Always include center/bottom/chat print events so people know something happened, this way they don't spam up the brick.  This was not the example i used for explaining how a duckhunt can work, it is simplified with all additions that make a duckhunt, a duckhunt, thrown out.