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VCE Help Needed (Randomizing)
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Popeye (T.S.M.):
I'm trying to have a variable given a random number (will be 1-50, but in testing is 1-3). This number is then being used via if_modvariable to assign the player to a certain (random) place for spawning. I cannot seem to either get modvariable Random to work, or am using it incorrectly. Help?
If pictures would be helpful let me know, I can easily post some.
Popeye (T.S.M.):
Meant to say "VCE_ifvariable" not "if_modvariable"
CheeseDragon:
You have to set a variable to the minimum number then do the random for max number e.g
--- Code: ---OnActivate - client - Vcemodvariable - [randomspawn] set [1]
OnActivate - client - Vcemodvariable - [randomspawn] random [50]
--- End code ---
When activated, this will set the variable "randomspawn" a random number between 1 and 50. You can change the variable name, it doesn't really matter.
To use for spawning you would have to do
--- Code: ---OnActivate - client - Vcemodvariable - [randomspawn] set [1]
OnActivate - client - Vcemodvariable - [randomspawn] random [50]
OnActivate - client - VceIfvariable - [randomspawn] == [1] [3 4]
Onvariabletrue - namedbrick - [asdf] setplayertransform
Onvariablefalse - client - vceifvariable [randomspawn] == [2] [5 6]
Onvariabletrue - namedbrick - [asdf2] setplayertransform
Onvariablefalse - client - vceifvariable [randomspawn] == [3] [7 8]
Onvariabletrue - namedbrick - [asdf3] setplayertransform
Onvariablefalse - client - vceifvariable [randomspawn] == [4] [9 10]
--- End code ---
etc..
Popeye (T.S.M.):
Thanks! :cookieMonster: It works perfectly! Unfortunately 50 different spawns exceeds 100 lines of eventing, so I have to limit it, but it works like a charm!
Zeblote:
--- Quote from: Popeye (T.S.M.) on January 07, 2013, 08:45:39 PM ---Thanks! :cookieMonster: It works perfectly! Unfortunately 50 different spawns exceeds 100 lines of eventing, so I have to limit it, but it works like a charm!
--- End quote ---
You could:
1. Change the number of max events
2. Check if the var is over 25, if yes continue at a different brick (trigger by relay)
3. Use a script instead
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