Author Topic: minigame target events  (Read 1263 times)

an event to target certain or all players who are in a minigame that works with VCE

like

onrelay > minigame > ifPlayerVariable > <var:player:crouching> == true [1 2]
onvariabletrue > player > blah blah blah
onvariablefalse > player > kill

which would kill anybody in the minigame that isnt crouching when that relay is sent

you can kind of do this with zones
put a giant zone over everything and then check onenterzone

you can kind of do this with zones
put a giant zone over everything and then check onenterzone

that is a cheesy ass way to do it and is not reliable if i want a lot of stuff to happen to a lot of players

that is a cheesy ass way to do it and is not reliable if i want a lot of stuff to happen to a lot of players
it should be just as reliable as a global minigame event
it is a bit cheesy though, but it sure beats my alternative of trying to keep a loop on everybody to affect them all

You can use tick events
http://forum.blockland.us/index.php?topic=269021.0

Basically, make it so the tick starts because of something minigame related (onMinigameJoin or something), then have it check for crouching every tick. It's a hacky way to do it, but it works quite well.

I don't see how that's better than relays or printcount loops

it should be just as reliable as a global minigame event
it is a bit cheesy though, but it sure beats my alternative of trying to keep a loop on everybody to affect them all

not really, i would have to add a bunch of seteventenabled stuff and it would get messy pretty quickly

also i wouldn't be able to place it in places where zones can't be placed, like in water bricks

I don't see how that's better than relays or printcount loops

It has a few more useful applications beyond relay loops and can have a far longer or shorter tick than a printcount loops

not really, i would have to add a bunch of seteventenabled stuff and it would get messy pretty quickly

also i wouldn't be able to place it in places where zones can't be placed, like in water bricks
tell me what you're trying to do then
and why can't zones go inside water bricks? just make the zone go in it, it really isn't that difficult to tell the zone where to go and how big to be
and why would you need seteventsenabled? why not just use onenterzone?

It has a few more useful applications beyond relay loops and can have a far longer or shorter tick than a printcount loops
if the few more useful applications are just multiple loops from multiple people on one brick, you can do that with printcount loops instead

tell me what you're trying to do then
and why can't zones go inside water bricks? just make the zone go in it, it really isn't that difficult to tell the zone where to go and how big to be
and why would you need seteventsenabled? why not just use onenterzone?
if the few more useful applications are just multiple loops from multiple people on one brick, you can do that with printcount loops instead

well i want to make a microgames kinda thingy that would require you to do stuff or be killed

i need seteventenabled so everything isnt enabled in a zone at once


I was thinking more along the lines that you would create and kill the zone almost instantly
and it seems like you're going to need seteventsenabled either way, just from how you're setting it up

I was thinking more along the lines that you would create and kill the zone almost instantly
and it seems like you're going to need seteventsenabled either way, just from how you're setting it up

well no what i would do is have an event randomizer thing

the randomizer chooses a random brick in a little plate of events with a projectile so i can do stuff like

onprojectilehit > minigame > centerprintall > "simon says crouch"
[2000] onprojectilehit >  minigame > ifPlayerVariable > <var:player:crouching> == true [1 2]
onvariabletrue > player > blah blah blah
onvariablefalse > player > kill

and i can do this modularly