Gen, I dont believe this is what he is talking about.
Also, vce works just fine with any input event. Why wouldnt it?
And, ftr, using code tags with events helps tremendously.
[0] OnMinigameSpawn Self vce_ifVariable Players < 10 1 3
[1] OnVariableTrue Self vce_ModVariable Players add 1
[2] OnVariableTrue nb_Arena1 setPlayerTransform
[3] OnVariableFalse nb_Arena2 setPlayerTransform
[4] OnMinigameKill KillerClient vce_ifVariable Kills < 25
Thats how the arena thing would work.
However, VCE input events lack a KillerClient target. Gen your events would end the minigame after there were 10 total kills, because the variable is managed within the brick itself. The correct way to do this would be to instead have the KillerClient handle the variable, and then have the brick do a check onMinigameKill.
Resetting the minigame via points would be done like so:
[0] OnMinigameKill KillerClient vce_ifValue <var:cl:score> == 10 1 2
[1] OnVariableTrue Minigame messageAll Somebody has won the game! Resetting minigame!
[2] OnVariableTrue Minigame Reset
Hope this helps.
I wrote this from my kindle fire, so, any typos / errors, sorry.
No, you don't understand.
What he wants:
10 players per arena, multiple arenas. I would suggest using my way because that way, kids can choose which arena to fight in. This way, they can play with their friends instead of random joining of the arenas.
Unfortunately, neither of our reset tactics will work, because yours is wrong and I wrote mine when I was tired and didn't understand that he wanted multiple arenas. I could think of a good way to do a tournament type set up and avoid the whole minigame reset. Please see below for this set up.
Scenario: one spawn room, four regular arenas, one final arena with one rest room on each side. Four bricks in the spawn room, each to one regular arena. For example's purposes, these are SPAWN#. There is one brick in each arena, these are called ARENA#. Make another arena, this is the final one where all the winners culminate to fight, you will need an ARENA# here too. In each arena, make a brick in the wall that acts as a gate, GATE#, which will disappear. Behind each gate, place a zonebrick, this zonebrick is called ZONE#. The rest rooms need an invisible brick called REST#, a zonebrick called FINAL#, and a clear wall blocking the rest rooms from the arena, these are FINALGATE, with no #.
Replace all # with the number of the arena.
SPAWN#:
[0] [Onactivate] [Self] [VCE_Ifvariable] [Brick] [players] [==] [10] [1 4]
[1] [Onvariablefalse] [Self] [VCE_Modvariable] [players] [add] [1]
[2] [Onvariablefalse] [Client] [VCE_Modvariable] [arena] [set] [#]
[3] [Onvariabletrue] [Namedbrick] [ARENA#] [Setplayertransform] [ ] [ ]
[4] [Onvariabletrue] [Self] [disappear] [-1]
[5] [Onminigamekill] [VictimClient] [VCE_Ifvariable] [arena] [==] [#] [7 7]
[6] [Onminigamedeath] [VictimClient] [VCE_Ifvariable] [arena] [==] [#] [7 7]
[7] [Onvariabletrue] [Self] [VCE_Ifvariable] [Brick] [kills] [==] [8] [8 10]
[8] [Onvariablefalse] [Self] [VCE_Modvariable] [Kills] [add] [1]
[9] [Onvariablefalse] [Client] [VCE_Modvariable] [arena] [set] [0]
[10] [Onvariabletrue] [Namedbrick] [GATE] [disappear] [-1]
ZONE# (tournament variety):
[0] [Onplayerenterzone] [Self] [VCE_Modvariable] [winner] [set] [<var:cl:name>]
[1] [Onplayerenterzone] [Namedbrick] [SPAWN#] [disappear] [0]
[2] [Onplayerenterzone] [Minigamecenterprintall] [<var:br:winner> won Arena#]
[3] [Onplayerenterzone] [Namedbrick] [REST#] [setplayertransform] [ ] [ ]
[4] [Onplayerleavezone] [Namedbrick] [disappear] [0]
[5] [Onplayerleavezone] [Client] [VCE_Modvariable] [arena] [Set] [0]
FINAL:
[0] [Onplayerenterzone] [Namedbrick] [CENTER] [VCE_Modvariable] [arena#] [set] [1]
[1] [Onplayerenterzone] [Self] [VCE_Ifvalue] [<var:nb_CENTER:arena1>] [==] [1] [2 2]
[2] [Onvariabletrue] [Self] [VCE_Ifvalue] [<var:nb_CENTER:arena2>] [==] [1] [3 3]
[3] [Onvariabletrue] [Self] [VCE_Ifvalue] [<var:nb_CENTER:arena3>] [==] [1] [4 4]
[4] [Onvariabletrue] [Self] [VCE_Ifvalue] [<var:nb_CENTER:arena4>] [==] [1] [5 9]
[5] [Onvariabletrue] [Namebrick] [FINALGATE] [disappear] [-1]
[6] [Onvariabletrue] [Namebrick] [CENTER] [VCE_Modvariable] [arena1] [set] [0]
[7] [Onvariabletrue] [Namebrick] [CENTER] [VCE_Modvariable] [arena2] [set] [0]
[8] [Onvariabletrue] [Namebrick] [CENTER] [VCE_Modvariable] [arena3] [set] [0]
[9] [Onvariabletrue] [Namebrick] [CENTER] [VCE_Modvariable] [arena4] [set] [0]
That's pretty much it for simple tournament set up. The only thing you then need is another zone or brick that kills the winner and makes the FINALGATE reappear. I think you can handle taking the ZONE# events and changing them to this.
ZONE# (non-tournament variety):
[0] [Onplayerenterzone] [Self] [VCE_Modvariable] [Brick] [winner] [set] [<var:cl:name>]
[1] [Onplayerenterzone] [Client] [Minigamecenterprintall] [<var:br:winner> won in arena#]
[2] [Onplayerenterzone] [Client] [VCE_Modvariable] [arena] [set] [0]
[3] [Onplayerenterzone] [Player] [Kill]
[4] [Onplayerleavezone] [Namedbrick] [Gate#] [Disappear] [0]
That should be all. There may be some missing variable resets because of how fast I was typing this, but I assume you should be able to fix it.
This is much better than the crap I wrote when I was tired, in bed, and half asleep.