| Blockland Forums > Suggestions & Requests |
| Event system should be reworked. |
| << < (4/6) > >> |
| Zeblote:
--- Quote from: Greek2me on February 28, 2013, 11:29:36 PM ---I've been saying this for years and I've just been ignored :/ edit: Here, I'll just paste my original OP here. --- End quote --- Wait what How did you make the window transparent. |
| Teneksi:
--- Quote from: Zeblote on March 01, 2013, 09:23:55 AM ---Wait what How did you make the window transparent. --- End quote --- He didn't. Truce made that image. In loving 2009. |
| Greek2me:
That image is from Truce's topic which I linked to in that post. http://forum.blockland.us/index.php?topic=94935.0 |
| Sevara:
I think the simplest change that would help the most is GUI-side: one input event can have many output events. It seems players get flustered when they see this mess of inputs and outputs, and have a hard time sorting out what's logically happening. Let's look at a door: --- Code: ---[x] onActivate > Self > doorOpen [x] onActivate > Self > playSound > dooropen.wav [ ] onActivate > Self > doorClose [ ] onActivate > Self > playSound > doorclose.wav [X] onActivate > Self > toggleEventEnabled > 0 1 2 3 --- End code --- What we've really got is toggleEventEnabled as a ghetto way of grouping functions. If we start thinking of it as functions, and we start thinking of the input events as function calls, it'd make more sense to have it laid out like this: --- Code: ---[x] onActivate Self > doorOpen Self > playSound > dooropen.wav toggleInputEnabled > 0 1 [ ] onActivate Self > doorClose Self > playSound > doorclose.wav toggleInputEnabled > 0 1 --- End code --- |
| Greek2me:
That would be awesome. Actually DrenDran's event GUI might do that. |
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