Author Topic: %1 name "storage" events (Thanks, dudes)  (Read 815 times)

The title sounds very strange and may cause a few "what on earth does this kid want"s but I think I can explain this event idea pretty well.

As you know, putting "%1" into a print event's check box causes it to print the name of the person who called the event in place of the "%1". What I want is a way to store multiple names that can be used later.

Example:
Sitrus picks up a fruit, and his name is then stored as "fruit taker". Later, Myst finds a very hungry bot. The very hungry bot asks if Myst can go and fetch Sitrus (or whoever was stored as "fruit taker") to give him the fruit.

In the event menu, this would look something like
Code: [Select]
OnBotActivate>Client>ChatMessage>"could you ask %fruit_taker% to hand me that orange?"

EDIT: Gen. Hothauser's idea worked.
« Last Edit: December 26, 2013, 04:04:10 PM by Sitrus »

And this is different from VCE in what way?


And this is different from VCE in what way?
The problem is that he has never heard of VCE, I guess.

The problem is that he has never heard of VCE, I guess.
Mind explaining how VCE can do this instead of having a side conversation?
« Last Edit: December 26, 2013, 03:19:11 PM by Sitrus »

OnActivate>Client>ChatMessage>"Your name is <var:cl:name>"

OnActivate>Client>ChatMessage>"Your name is <var:cl:name>"
And this can be used so that instead of sending the player their own name it gives them the name of whoever activated a previous event?

If you have the events set up properly you can do that with VCE.

If you have the events set up properly you can do that with VCE.
Would anyone mind explaining how this is done?

The problem is that he has never heard of VCE, I guess.

or he never knew that was possible.
let's never consider this as a possibility; no sir.

VCE

Making events overcomplicated since they were made.

If the ideal event were possible to be made into an add-on, it would be as simple as 2 lines of events.

OnActivate>(MiniGame?)>StoreName>[Text box]
and
OnActivate>ChatMessage>"Tell [whatever variable the other person's name was
saved as] to hurry!"

Is something this simple already possible with VCE?

onActivate > minigame > vce_setvariable [ fruittaker ] [ == ] [ <var:cl:name> ]

onActivate > chat message > "Tell <var:minigame:fruittaker> to hurry!"

that might work. no guarantees.
PS: forget the rest of you and your useless conversations
« Last Edit: December 26, 2013, 03:50:59 PM by Lugnut »

onActivate > minigame > vce_setvariable [ fruittaker ] [ == ] [ <var:cl:name> ]

onActivate > chat message > "Tell <var:minigame:fruittaker> to hurry!"

that might work. no guarantees.

Code: [Select]
[0] [x] [OnActivate] [Minigame] [VCE_ModVariable] [FruitTaker] [Set] [<var:cl:name>]
[1] [x] [OnActivate] [Self] [ToggleEventEnabled] [0 1 2]
[2] [ ] [OnActivate] [Client] [Centerprint] [Tell <var:mg:FruitTaker> to hurry]

EDIT: When was code box formatting changed?
« Last Edit: December 26, 2013, 03:54:35 PM by Gen. Hothauser »

Code: [Select]
[0] [x] [OnActivate] [Minigame] [VCE_ModVariable] [FruitTaker] [Set] [<var:cl:name>]
[1] [x] [OnActivate] [Self] [ToggleEventEnabled] [0 1 2]
[2] [ ] [OnActivate] [Client] [Centerprint] [Tell <var:mg:FruitTaker> to hurry]

EDIT: When was code box formatting changed?
This one seems to work well. Thanks for the help, guys. These events could be useful in creating multiplayer maps where there is a good deal of interaction with NPCs.