| Blockland Forums > Help |
| [VCE] How to make events " Check the rank and print" ? |
| (1/2) > >> |
| 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 ?) |
| Navigation |
| Message Index |
| Next page |