Poll

Do you agree?

Yes
34 (44.2%)
No
37 (48.1%)
Idk
6 (7.8%)

Total Members Voted: 77

Author Topic: Petition to make VCE Default  (Read 2116 times)

I still don't know how to use VCE, so I don't really have a decision in this.

1. The second line is useless
2. Player, not datablock
3. Doesn't crash anything

Try this on yourself, see what happens.

Also, does that mean you can crash a player with one line?
Ooh, thats even better!...

Edit: Oh goodie gumdrops, your right! You only need the first line to crash players.
Perfect, thats just perfect.
« Last Edit: January 24, 2013, 05:04:33 PM by Mr.Noßody »

Try this on yourself, see what happens.

Also, does that mean you can crash a player with one line?
Ooh, thats even better!...

Edit: Oh goodie gumdrops, your right! You only need the first line to crash players.
Perfect, thats just perfect.
I don't see how anything crashed?

I don't see how anything crashed?

Can you get out of it without closing the game?
I call that a crash. The game doesn't shut down so its technically not called a "crash".

I find calling it a crash easier than saying "It freezes your game and you can't stop it."
Stop being a nitpicker.
« Last Edit: January 24, 2013, 06:19:47 PM by Mr.Noßody »

"It freezes your game and you can't stop it."
Actually no, it doesn't. When I tried this just now my player died when it touched the brick, and then for some reason, I assume a bug, clicking wouldn't let me respawn. But if you drop the player at camera as an admin, you respawn just fine. It doesn't freeze, break, or crash anything, it just makes it difficult to respawn.

Events are for connecting script to bricks, in my opinion. Doing complex stuff through events just makes an unreliable mess.

If it was less complicated, and way more optimized, I'd vote yes.

Actually no, it doesn't. When I tried this just now my player died when it touched the brick, and then for some reason, I assume a bug, clicking wouldn't let me respawn. But if you drop the player at camera as an admin, you respawn just fine. It doesn't freeze, break, or crash anything, it just makes it difficult to respawn.

I have no way of testing this since I do not own VCE. As a player on another server, this cannot be solved.

VCE being default would just be a big butt mess. There's too much dumb stuff people can and will do with it. Plus even if yes wins by 6 million, badspot won't implement it.

Anyone who voted yes is a pooplord.  :iceCream:

Holy stuff what. I had no idea you could change the player's health by just creating a variable named "health". That is ridiculously stupid. The event essentially freezes the client, you die and can't respawn and the world is no longer rendered. (Player is deleted?) Admins can respawn by dropping player at camera.

Can you get out of it without closing the game?
I call that a crash. The game doesn't shut down so its technically not called a "crash".

I find calling it a crash easier than saying "It freezes your game and you can't stop it."
Stop being a nitpicker.
It also doesn't freeze anything. What you see is the effect of deleting someones controlobject.
Just open the escape menu, start a minigame and you're respawned.

Holy stuff what. I had no idea you could change the player's health by just creating a variable named "health". That is ridiculously stupid. The event essentially freezes the client, you die and can't respawn and the world is no longer rendered. (Player is deleted?) Admins can respawn by dropping player at camera.
Here, I copied all "variable replacers" that will change a variable on the object if changed.
Code: (Event_Variables/server.cs) [Select]
registerSpecialVar(GameConnection,"clanPrefix","%this.clanPrefix","setClanPrefix");
registerSpecialVar(GameConnection,"clanSuffix","%this.clanSuffix","setClanSuffix");
registerSpecialVar(GameConnection,"score","%this.score","setScore");
registerSpecialVar(GameConnection,"decal","%this.decalName","setDecalName");
registerSpecialVar(GameConnection,"face","%this.faceName","setFaceName");

registerSpecialVar(Player,"damage","%this.getDamageLevel()","setDamage");
registerSpecialVar(Player,"energy","%this.getEnergyLevel()","setEnergy");
registerSpecialVar(Player,"health","%this.getDatablock().maxDamage - %this.getDamageLevel()","setHealth");
registerSpecialVar(Player,"vel","getWords(%this.getVelocity(),0,2)","setVelocity");
registerSpecialVar(Player,"currentitem","%this.tool[%this.currTool].uiName","setCurrentItem");
registerSpecialVar(Player,"item1","%this.tool[0].uiName","setItem",0);
registerSpecialVar(Player,"item2","%this.tool[1].uiName","setItem",1);
registerSpecialVar(Player,"item3","%this.tool[2].uiName","setItem",2);
registerSpecialVar(Player,"item4","%this.tool[3].uiName","setItem",3);
registerSpecialVar(Player,"item5","%this.tool[4].uiName","setItem",4);

registerSpecialVar(fxDTSbrick,"colorid","%this.getColorID()","setColor");
registerSpecialVar(fxDTSbrick,"printcount","%this.printcount","setPrintCount");
registerSpecialVar(fxDTSbrick,"printname","%this.getPrintName()","setPrintName");
registerSpecialVar(fxDTSbrick,"name","%this.getBrickName()","setBrickName");
registerSpecialVar(fxDTSbrick,"colorfxid","%this.getColorFXID()","setColorFX");
registerSpecialVar(fxDTSbrick,"printid","%this.printid","setPrint");
registerSpecialVar(fxDTSbrick,"shapefxid","%this.getShapeFXID()","setShapeFX");

registerSpecialVar(Vehicle,"damage","%this.getDamageLevel()","setDamage");
registerSpecialVar(Vehicle,"health","%this.getDatablock().maxDamage - %this.getDamageLevel()","setHealth");
registerSpecialVar(Vehicle,"vel","%this.getVelocity()","setVelocity");
The first argument is the class it can be used for, the second the vce variable you have to change, the third where it will get it's info if used in VCE_ifValue, the fourth is what it will do if you change the vce variable

It also doesn't freeze anything. What you see is the effect of deleting someones controlobject.

It doesn't delete anything.

If setting health uses setDamageLevel, that would just leave the client controlling a player in the "disabled" state, not deleting anything. Although yes, controlling a disabled player will cause your view to mess up since they have no POV.

It doesn't delete anything.

Oh
But the player plays the death animation, then after 5 seconds it does the POOF sound and emitter and is gone?

Oh
But the player plays the death animation, then after 5 seconds it does the POOF sound and emitter and is gone?

The player switches to the Disabled state (which does not have a POV) while the client is still controlling it. Yes, the disabled player ("corpse") would also get deleted after 5 seconds, but that's not what causes the "no rendering" glitch. That happens whenever your control object does not have a POV.