Package stuff? My code uses one package which overwrites three functions, still calling the parent code. If this is 'hacky' then so is nearly every other scripted mod on the forums.
Those are the easiest things you can do with the events system, and require barely anything to make them.
How much is 'barely anything'? What actual events/triggers do you set?
Click/Impulse:
(Trigger)
Wait For
- Click
Sound (100ms)
- Other
- Alarm
Light (900ms)
- Alarm
- Persistent
Sound (100ms)
- Other
- Alarm
Wait For (900ms)
- Time
Triggers (1000ms)
- Auto
- impulse1
(Plate)
Group: impulse1
Wait For (1000ms)
- Triggered
Particles (100ms)
- Rainbow FX
- Direction: U
- Persistent
Impulse (1000ms)
- Speed: 30
- Direction: N
- Attitude: Up
Particles (100ms)
- NONE
- Direction: U
- Persistent
Light Switch (on/off)
(Switch)
Triggers (1000ms)
- Click
- Group: light1
(Light)
Group: light1
Wait For (1000ms)
- Triggered
Light (100ms)
- Bright
- Persistent
Wait For (1000ms)
- Triggered
Light (100ms)
- NONE
- Persistent
Light Switch (5 sec)
(Switch)
Triggers (1000ms)
- Click
- Group: light2
(Light)
Group: light2
Wait For (1000ms)
- Triggered
Light (5000ms)
- Bright
- Not Persistent
Examples of things in my server:
I've already done the Rocket Launcher, Impulse tower (as above) and Piano.
(Are these possible with the current v9 system, without editing it or adding your own)
Musical Instruments:
You could have a set of drums that plays the “Drums” music when clicked on and stops when you click it.
Intruder Alert Turret:
Have a brick with a laser trigger that, when the beam is crossed, causes
another brick to shoot gun bullets at the player in a spread pattern.
TV Screen:
Have an array of 1x1 bricks that flash different colurs to display a message or
picture.
Door:
Have a brick that, when clicked, another brick dissapears, (using the Explode
effect) temporarily creating a doorway.