New Event System

Author Topic: New Event System  (Read 2455 times)

Im sure badspots not going to answer this, but how does everyone think the events will work?
Will it be like space guys, where it'll be a button on the wrench menu, or will it be a new tool. (that would be sweet)

Discuss

I'm hoping that it's like wiremod.

I'm on the beta testing team.  It is a button in the wrench gui.  I've been trying space guy's system, and I can say this:  It appears to be easier to do fancy and complicated things with space guy's event system, but the V9 system is far easier to use for simpler things.  Now, I'm not saying that one can do more than the other, it's just that it is easier to do certain things in one or the other.  Overall, though, I find V9's system to be easier to learn and use.

Which has more features?

They are actually very close to the same in terms of features.  There's maybe one or two that each have that the other doesn't.

but that pong video on youtube!!?? 

They are actually very close to the same in terms of features.  There's maybe one or two that each have that the other doesn't.
So it's nowhere near as advanced as wiremod?

It's simplicity allows you to do some tasks that would be complex in wiremod much more easily, although it doesn't have all the same functionality. Most importantly, it is designed more to work with the player and bricks, rather than physics. Sure, wiremod supports data storage and a bunch of other nonsense, but originally it was just setting off turrets when people walked in the wrong place, or making people need to push buttons in a certain order to open doors. Blockland events replicate that sort of thing, and allow you to do some other things wiremod doesn't do, such as modify player health, turn them into horses, and shrink them.

Are V9 events add-on-a-mafy-able?

If they are, we could just make it wire mod.

Well, as of the moment, all they do is auto-detect new content like paint, lights, and projectiles. Whether Badspot will actually let you take a look at the guts of the code and start fiddling with things, I have no clue, you'd have to ask him.

I was thinking of new functions, I guess we'll have to see.

Are V9 events add-on-a-mafy-able?

If they are, we could just make it wire mod.
Do you know how hard it was to make wire mod? I'm guessing that it was very very very difficult.

Badspot

  • Administrator
Are V9 events add-on-a-mafy-able?

If they are, we could just make it wire mod.

It's very very easy to add your own output events.  All you do is create your function on the object class you want to use:
Code: [Select]
function Player::foo(%player, %fooAmt, %fooDirection)
{
   //do some stuff here
}

Then register it as an output event on that class and specify what kind of input parameters it takes:
Code: [Select]
registerOutputEvent("Player", "foo", "int 0 100 50" TAB "vector"); //the numbers after int are min, max, default value

And bam, it's in the event system and triggerable from any input event that has a player as a potential target. 

Creating your own input events is slightly more complicated because you have to setup your potential targets, but it's still very easy.  I'm not going to explain it right now though because won't make sense without seeing the whole system. 

Are V9 events add-on-a-mafy-able?

If they are, we could just make it wire mod.

It's very very easy to add your own output events.  All you do is create your function on the object class you want to use:
Code: [Select]
function Player::foo(%player, %fooAmt, %fooDirection)
{
   //do some stuff here
}

Then register it as an output event on that class and specify what kind of input parameters it takes:
Code: [Select]
registerOutputEvent("Player", "foo", "int 0 100 50" TAB "vector"); //the numbers after int are min, max, default value

And bam, it's in the event system and triggerable from any input event that has a player as a potential target. 

Creating your own input events is slightly more complicated because you have to setup your potential targets, but it's still very easy.  I'm not going to explain it right now though because won't make sense without seeing the whole system. 
Could you give us the whole system? :cookieMonster:

Question: What sort of numbers, events and (relays) triggers do you need to make things like a simple light switch on/off, the rocket turret and the impulse elevator you once had? (Click a button, flashy light on button+sound, particles and impulse)