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Blocky999's VCE CRPG (Help me out!)

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Georges:


--- Quote from: EazyE on September 16, 2013, 10:37:06 PM ---The only guy who can do something different with CRPG and do it right.

we need to make a medal and award it to this guy.

--- End quote ---
This.

Gen. Hothauser:


--- Quote from: PixelKid on September 16, 2013, 09:17:42 PM ---That's one lovey city...

--- End quote ---

--- Quote from: Swat 3 on September 16, 2013, 10:25:17 PM ---Dude this is loving awesome. Hopefully you can get a fully auto-mated city, even without the players.

/cancelevents

:3

--- End quote ---


--- Quote from: EazyE on September 16, 2013, 10:37:06 PM ---The only guy who can do something different with CRPG and do it right.

we need to make a medal and award it to this guy.

--- End quote ---

--- Quote from: Georges on September 16, 2013, 11:16:58 PM ---This.

--- End quote ---

:D

I am going to try and make the city need no more than one player to run.  Though there will be a resource system in place, there will be a constant, though small, increase in resources, so it can replenish if used up.  There will be miner bots in the mine, lumberjack bots in the forests, hunter bots killing animals, etc. that will account for this increase.

Blake1:

One question regarding the VCE. How are you making chat commands (ie "1") to where it doesn't execute more than once?

Well, that is if you're using chat commands.

RarwMuffinz:


--- Quote from: Dionysusan on July 20, 2013, 09:44:48 PM --->get VCE

>join your server/download stuff

>check money variable

>rejoin server and get a place to build

>use said money variable to git money

>profit?

possible?

--- End quote ---
This could not work because the "Client" Variables actually are stored in the server bound to your BLID
Also bump  :cookie:

Gen. Hothauser:


--- Quote from: Blake1 on September 17, 2013, 03:03:18 PM ---One question regarding the VCE. How are you making chat commands (ie "1") to where it doesn't execute more than once?

Well, that is if you're using chat commands.

--- End quote ---

I'm using a neat little system.  Every player had a variable called FoodVariable.  Whenever you are interacting with the food (take the apple for example), every question it asks you, that variable is modified.  For apple, there are two times the variable is modified.  The first time, FoodVariable is set to "Apple1A".  The "Apple" part of it represents the type of food, the "1" part represents the 'number ID' of the apple (just so any other apples around don't carry out the same process - other apples are Apple2A, Apple3A, etc.). The "A" part represents the number of times modified (A for once, B for twice, C for three times, etc.).  Every time the player speaks and is near (within five bricks of) the apple, an IfVariable output checks what the player's FoodVariable is.  If it is "Apple1A", it carries out any events under that Ifvariable check.  If it's "Apple1B", all events under that get carried out.


--- Code: ---[x] [0] [OnPlayerTalk] [Player] [VCE_IfVariable] [FoodVariable] [==] [Apple1A] [1 5]
[x] [1] [OnVariableTrue] [blah]
...
[x] [6] [OnPlayerTalk] [Player] [VCE_IfVariable] [FoodVariable] [==] [Apple1B] [7 9]
[x] [7] [OnVariableTrue] [blah]

--- End code ---

Essentially like that.  It's extremely smooth and I have not experienced any cross-over glitches yet.


--- Quote from: RarwMuffinz on September 17, 2013, 03:22:44 PM ---This could not work because the "Client" Variables actually are stored in the server bound to your BLID
Also bump  :cookie:

--- End quote ---

And that eventing will be disabled, so people can't do any unrealistic stuff.

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