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| Eventing and You - Basic Default Events Guide |
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| IkeTheGeneric:
--- Quote from: -Jetz- on October 17, 2012, 03:01:59 PM ---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. --- End quote --- Please provide examples. |
| -Jetz-:
--- Quote from: IkeTheGeneric on October 17, 2012, 03:20:34 PM ---Please provide examples. --- End quote --- Why is it I can never compile quotes from the same page as the post I'm using them to reply to? --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---onBotTouch: Triggered when a bot touches the brick. --- End quote --- You never elaborate on what exactly a bot is. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---onPrintCountOverflow: Triggered when the print count of the brick goes over 9. onPrintCountUnderflow: Triggered when the print count of the brick falls under 0. --- End quote --- Oh curse you and your annotations. Of course, nobody would actually think to mouse over the first use of "print count." --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---onRelay: Triggered when the brick fires a relay. --- End quote --- 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. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---onRespawn: Triggered when the brick respawns after being fakekilled. --- End quote --- 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. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---Player: The target is the player who triggered the event. Client: The target is the player's client. --- End quote --- Explain what the difference between these terms mean. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---Minigame: The target is the minigame's client. <NAMED BRICK>: The target is a named brick. --- End quote --- Could use rewording. So could "self," actually. Write them as if you're talking like someone new to the game. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---cancelEvents: Cancels the current event. --- End quote --- Not technically accurate, ambiguously worded. Could also include some practical applications. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---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. --- End quote --- 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. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---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. --- End quote --- Again, relays can be powerful eventing tools. Like cancelEvents, you should go into further detail about applications and usage. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---setRaycasting: Sets if the brick raycasts or not. --- End quote --- Once again, nobody would think to check for annotations. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---undulo: the brick is undulo. water: the brick is water. --- End quote --- This doesn't really say anything about those effects. Not particularly confusing, but not helpful, either. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---spawnItem: Spawns an item on the brick. Output Parameters decides what direction the item is displayed, and what the item is. --- End quote --- Difference between this and setItem? --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---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. --- End quote --- 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. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---AddVelocity: Adds velocity to the player. Output Parameters decides what direction you're shot. --- End quote --- Excuse me, good sir? How do I set a direction with this? All I see are three text boxes. --- Quote from: IkeTheGeneric on October 17, 2012, 02:15:24 PM ---ChangeDataBlock: Changes the player's datablock. --- End quote --- Even the annotation is a bit ambiguous on this one. |
| CheeseDragon:
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. |
| Mysteroo:
--- Quote from: -Jetz- on October 17, 2012, 03:56:55 PM --- --- End quote --- I guess some of this is good advice. But overall I think this was a pretty good guide, gj |
| IkeTheGeneric:
--- Quote from: -Jetz- on October 17, 2012, 03:56:55 PM ---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. --- End quote --- 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. |
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