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Author Topic: Eventing and You - Basic Default Events Guide  (Read 6650 times)

It looks like all you've written is a glossary, and in some cases your definitions raise even more questions for people not familiar with other common eventing terms.

Please provide examples.

Please provide examples.
Why is it I can never compile quotes from the same page as the post I'm using them to reply to?

onBotTouch: Triggered when a bot touches the brick.
You never elaborate on what exactly a bot is.
onPrintCountOverflow: Triggered when the print count of the brick goes over 9.
onPrintCountUnderflow: Triggered when the print count of the brick falls under 0.
Oh curse you and your annotations. Of course, nobody would actually think to mouse over the first use of "print count."
onRelay: Triggered when the brick fires a relay.
As others have said, you could go more in depth with what relays are and how to utilize them. In this case, correct terminology or not, this can be confusing.
onRespawn: Triggered when the brick respawns after being fakekilled.
For stuff like this, you could probably add a link to jump to a related entry with a better explanation, like self -> fakeKillBrick in this case.
Player: The target is the player who triggered the event.
Client: The target is the player's client.
Explain what the difference between these terms mean.
Minigame: The target is the minigame's client.
<NAMED BRICK>: The target is a named brick.
Could use rewording. So could "self," actually. Write them as if you're talking like someone new to the game.
cancelEvents: Cancels the current event.
Not technically accurate, ambiguously worded. Could also include some practical applications.
fakeKillBrick: The brick is 'killed', and will be shot in whatever direction, and remain fakekilled for an amount of time set by the Output Parameters.
Could probably explain that this is similar to what you get when being blown up, maybe elaborate on fake killing a bit more and then connect onRespawn to it.
fireRelay: The brick fires a relay.
fireRelay(Direction): Fires a relay in a direction. This means it makes bricks in that direction fire a relay.
Again, relays can be powerful eventing tools. Like cancelEvents, you should go into further detail about applications and usage.
setRaycasting: Sets if the brick raycasts or not.
Once again, nobody would think to check for annotations.
undulo: the brick is undulo.
water: the brick is water.
This doesn't really say anything about those effects. Not particularly confusing, but not helpful, either.
spawnItem: Spawns an item on the brick. Output Parameters decides what direction the item is displayed, and what the item is.
Difference between this and setItem?
AddHealth: Adds to the player's health. In the Output Parameters, if you put in a negative value, it will subtract that amount of health.
Might mention that a typical player has 100 health (I don't think the game actually says this anywhere), and you can't exceed the maximum.
AddVelocity: Adds velocity to the player. Output Parameters decides what direction you're shot.
Excuse me, good sir? How do I set a direction with this? All I see are three text boxes.
ChangeDataBlock: Changes the player's datablock.
Even the annotation is a bit ambiguous on this one.

I never new what radius impulse did, that's the only default event that I didn't know. Great guide though, this will really help some newcomers or people that don't know events in general.


I guess some of this is good advice. But overall I think this was a pretty good guide, gj

Why is it I can never compile quotes from the same page as the post I'm using them to reply to?
You never elaborate on what exactly a bot is. Oh curse you and your annotations. Of course, nobody would actually think to mouse over the first use of "print count."As others have said, you could go more in depth with what relays are and how to utilize them. In this case, correct terminology or not, this can be confusing.For stuff like this, you could probably add a link to jump to a related entry with a better explanation, like self -> fakeKillBrick in this case.Explain what the difference between these terms mean.Could use rewording. So could "self," actually. Write them as if you're talking like someone new to the game.Not technically accurate, ambiguously worded. Could also include some practical applications.Could probably explain that this is similar to what you get when being blown up, maybe elaborate on fake killing a bit more and then connect onRespawn to it.Again, relays can be powerful eventing tools. Like cancelEvents, you should go into further detail about applications and usage.Once again, nobody would think to check for annotations.This doesn't really say anything about those effects. Not particularly confusing, but not helpful, either.Difference between this and setItem?Might mention that a typical player has 100 health (I don't think the game actually says this anywhere), and you can't exceed the maximum.Excuse me, good sir? How do I set a direction with this? All I see are three text boxes.Even the annotation is a bit ambiguous on this one.

Alrighty, thanks.

Working on them right now. I'm bad at explaining things so I'm stumped on trying to explain a bot right now.
« Last Edit: October 17, 2012, 06:14:31 PM by IkeTheGeneric »

Excellent Guide. I think it deserves a sticky.



Alright, I attempted to address most of these problems. I'm going to scan over it a few times and add tooltip tags to any technical terms that may fly over new user's heads.

Alrighty, thanks.

Working on them right now. I'm bad at explaining things so I'm stumped on trying to explain a bot right now.
"A bot is something with properties similar to that of a player, but without an actual person controlling it. They usually have some functionality built in for players who interact with them. The most common usage is a type of vehicle that moves like a player (e.g. the horse - can turn to face any direction instantly, can strafe...), though some add-ons implement other types of bots."

Alright, I attempted to address most of these problems. I'm going to scan over it a few times and add tooltip tags to any technical terms that may fly over new user's heads.
I see a notice to mouse over annotated terms, but they aren't appearing any different to me. What browser are you using?

I think you should add a glossary (I know I called the whole thing one) to the end where you can go really in depth with stuff, then link terms to that.

"A bot is something with properties similar to that of a player, but without an actual person controlling it. They usually have some functionality built in for players who interact with them. The most common usage is a type of vehicle that moves like a player (e.g. the horse - can turn to face any direction instantly, can strafe...), though some add-ons implement other types of bots."

Alright, I'll use that!


I see a notice to mouse over annotated terms, but they aren't appearing any different to me. What browser are you using?

Firefox.


I think you should add a glossary (I know I called the whole thing one) to the end where you can go really in depth with stuff, then link terms to that.

That's a good idea, I'll implement that later.

Also, I added a brick properties section, and went into detail about the coordinates used in output events like addVelocity.

I'm pretty sure playSound for clients is an add-on

I'm pretty sure playSound for clients is an add-on

They're all default events. Unless the VCE add-on adds it, it's default.

Woah, since when is there a onBotTouch event? Anyways, what use does that have without any other bot-related events?

Woah, since when is there a onBotTouch event? Anyways, what use does that have without any other bot-related events?

onBotTouch has been around for a while.
It's useful for boats and horses. Pirate cannons and tank turrets too.

Woah, since when is there a onBotTouch event? Anyways, what use does that have without any other bot-related events?

The horse, tank turret and pirate cannon are bots. Maybe you could event mobile turrets, or make a giant horse or something.

onBotTouch has been around for a while.
It's useful for boats and horses. Pirate cannons and tank turrets too.

I'm trying to remember if onBotTouch is what I always used to change the horse datablock to a player datablock, and I'm just being forgetful.