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[VCE] How to make events " Check the rank and print" ?
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kimawho:
I am building swimming pool with 8 lane.

(im noob and cant speak english well...sry)

i want to make the VCE event that when players return and touch his own wall(goal in spot),

then automatically check the rank and print that to their print block

i tried that : one block(walls) set like

onplayertouch > self > modvariable > brick / rank / add / 1

and copied to athoer walls intent to...

(Situation) A-player touch his wall then "rank" increase to 1 and then B-player touch his wall

"rank" will be increased to 2...

am i right?

if my try was right....i dont know next step.

if i was wrong...plz reply(i beg you the Screenshot)

Dglider:
Problem: a player can just sit on one wall and infinitely increase his rank.

The system I suggest you set up:

--- Code: ---3 named bricks
Lane1_Rank
Lane1_WallA
Lane1_WallB

Rank is the print brick.
Wall A is the wall closest to the print brick.
Wall B is on the opposite side of the pool.

-WallA Events-
OnPlayerTouch > Lane1_WallB > SetEventenabled 0 [check]
OnPlayerTouch > Lane1_Rank > incPrintCount 1
OnPlayerTouch > Self > seteventenabled 0 1 2 [unchecked]

-WallB Events-
OnPlayerTouch > Lane1_WallA > SetEventenabled 0 1 2 [check]
OnPlayerTouch > Self > SetEventenabled 0 [uncheck]
--- End code ---

You can also use "OnPlayerTouch > Lane1_Rank > vceModVariable <var:br:printcount> Add 1" too modify the print count, but that just makes the build more complicated and less compatible with other servers.
kimawho:
sry....im trying to check his rank...

not how many times he shuttle the lane.

when he touched first(touch on his own wall). he wins = gold medal

and someone touched later(touch on his own wall) he = sivel medal
Dglider:

--- Code: ---4 named bricks
Lane1_Rank
Lane1_WallA
Lane1_WallB
Lane_Sorter
Lane_Reset

Rank is the print brick.
Wall A is the wall closest to the print brick.
Wall B is on the opposite side of the pool.
Sorter sorts the lanecounts to establish a rank.
Reset resets the lanecount.

-WallA Events-
OnPlayerTouch > Lane1_WallB > SetEventenabled 0 1 2 3[check]
OnPlayerTouch > Lane1_Rank > vce_ModVariable Brick lanecount Add 1
OnPlayerTouch > Lane_Sorter > fireRelay
OnPlayerTouch > Self > seteventenabled 0 1 2 3 [unchecked]

-WallB Events-
OnPlayerTouch > Lane1_WallA > SetEventenabled 0 1 2 3[check]
OnPlayerTouch > Lane1_Rank > vce_ModVariable Brick lanecount Add 1
OnPlayerTouch > Lane_Sorter > fireRelay
OnPlayerTouch > Self > SetEventenabled 0 1 2[uncheck]

-Sorter Events-(assuming you make three lanes)
Onrelay > Lane1_Rank > vce_ModVariable Brick printcount set 0
Onrelay > self > vce_ifvalue <var:nb_Lane1_Rank:lanecount> > <var:nb_Lane2_Rank:lanecount> 2 3
Onvariabletrue > Lane1_Rank > vce_ModVariable Brick printcount add 1
Onvariabletrue > Lane1_Rank > vce_ModVariable Brick lanecount add .01
Onrelay > self > vce_ifvalue <var:nb_Lane1_Rank:lanecount> > <var:nb_Lane3_Rank:lanecount> 5 6
Onvariabletrue > Lane1_Rank > vce_ModVariable Brick printcount add 1
Onvariabletrue > Lane1_Rank > vce_ModVariable Brick lanecount add .01
Onrelay > self > vce_ifvalue <var:nb_Lane2_Rank:lanecount> > <var:nb_Lane1_Rank:lanecount> 8 9
Onvariabletrue > Lane2_Rank > vce_ModVariable Brick printcount add 1
Onvariabletrue > Lane2_Rank > vce_ModVariable Brick printcount add .01
Onrelay > self > vce_ifvalue <var:nb_Lane2_Rank:lanecount> > <var:nb_Lane3_Rank:lanecount> 11 12
Onvariabletrue > Lane2_Rank > vce_ModVariable Brick printcount add 1
Onvariabletrue > Lane2_Rank > vce_ModVariable Brick printcount add .01
Onrelay > self > vce_ifvalue <var:nb_Lane3_Rank:lanecount> > <var:nb_Lane1_Rank:lanecount> 14 15
Onvariabletrue > Lane3_Rank > vce_ModVariable Brick printcount add 1
Onvariabletrue > Lane3_Rank > vce_ModVariable Brick printcount add .01
Onrelay > self > vce_ifvalue <var:nb_Lane3_Rank:lanecount> > <var:nb_Lane2_Rank:lanecount> 17 18
Onvariabletrue > Lane3_Rank > vce_ModVariable Brick printcount add 1
Onvariabletrue > Lane3_Rank > vce_ModVariable Brick printcount add .01

-Reset Events-(again assuming you make three lanes)
OnWhatever > Lane1_Rank > vce_modVariable brick lanecount set 0
OnWhatever > Lane1_Rank > vce_modVariable brick printcount set 0
OnWhatever > Lane1_WallA > seteventenabled 0 1 2 3[uncheck]
OnWhatever > Lane1_WallB > seteventenabled 0 1 2 3[check]
OnWhatever > Lane2_Rank > vce_modVariable brick lanecount set 0
OnWhatever > Lane2_Rank > vce_modVariable brick printcount set 0
OnWhatever > Lane2_WallA > seteventenabled 0 1 2 3[uncheck]
OnWhatever > Lane2_WallB > seteventenabled 0 1 2 3[check]
OnWhatever > Lane3_Rank > vce_modVariable brick lanecount set 0
OnWhatever > Lane3_Rank > vce_modVariable brick printcount set 0
OnWhatever > Lane3_WallA > seteventenabled 0 1 2 3[uncheck]
OnWhatever > Lane3_WallB > seteventenabled 0 1 2 3[check]

--- End code ---
I'm pretty sure that will work.  If it doesn't, poop.
kimawho:
then...

If lane 1 player wins the game=first arrive(in 1 shuttel game)

his(=his onw print block's) printcount will be 2 (add by comparison)

and lanecount will be 2.2 (2-add by wall + 0.2-add by comparison)

second arrived player will 1 & 2.1 and so on

in conclusion highest printcount( or lanecount) player win, Am i right?

thank you so much

If you don’t mind me asking more....I have 2 Question


1 :  in vce_ModVariable / Brick / printcount / add / .01  "printcount" is variable's name, right?
      Q= Does that have the punction - print to printblock?
            if it doesn't, these event cant print "printcount" to rank block(printblock)

2 : if named brick have brick variable (in this case Lane1_Rank's "printcount") and
     I want to use this variale as value then
     Q=Is value's name to be <var : nb_XXXX : variable's name>. not <var : br : variable's name>?
          (Simply : nb_XXXX = right / br = wrong ?)
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