Author Topic: Variable/Conditional Events (V.4)  (Read 68582 times)

this is fail reson: ifvar true event aplies to ALL ifvars and that messes up vars i can only do one if on the brick and i hate it please fix and i will ove if not FAIL FAIL FAIL FAIL FAIL FAIL FAIL FAIL FIAL FAIL FAAAAAAAIIIIIIIIIIIIL
cigarette, learn to use it

Also, cant wait for V4

P.S
How about 'OnPlayerkilled' then we can select Victim or Killer, and have it effect them

Ex: OnPlayerKilled > Killer > addVar - Murders - 1

Or like onplayerkill>(NAME OF PLAYER)> addvariable gold 50
  same thing>client>You loot the player.
                                                             
                                                               

Can you make it so you can end variables. Plox so you don't have to use toggles to get multiple vars in a event

cigarette, learn to use it

Also, cant wait for V4

P.S
How about 'OnPlayerkilled' then we can select Victim or Killer, and have it effect them

Ex: OnPlayerKilled > Killer > addVar - Murders - 1
There's a problem with that.
One, OnPlayerKilled has nothing to do with variables.
Two, this wouldn't be a brick event, but rather an event you stick on a player or client.

Actually rky made that exact event for me and it works great :P

Can you make it so you can end variables. Plox so you don't have to use toggles to get multiple vars in a event

ifblahblahblah
     ifblahblahblah
          output
          output

thats not how i want to do it.

ifvar
true
false
ifvar
true
false

so you want

if blahblah
     true
          output
     false
          ifblahblah
               true
                    output
               false
                    output

?

ever tried that? it don't work

I told you that they do not layer like in coding.

what? i know they don't thats why im asking for a end var command

we need a setVariable2 series

And why not IfPlayerSay ?

Ex :

onActivate->self->IfPlayerSay-> <Yes> <No>    --The first boxmessage is for True, and the second for False.
VariableTrue->namedbrick->doorOpen
VariableTrue->client->addVariable->Gold -5
VariableTrue->client->chatMessage->You opened the door for 5Gold.
VariableFalse->client->chatMessage->You have chosed to not open the door.


Oh, another idea :

IfSelectedWeaponHit

ex:

onProjectileHit->self->IfSelectedWeaponHit->'Axe'  -- If the brick is hit by this weapon, this come True, else this come false
VariableTrue->client->chatMessage->You cut this tree with a Axe.
VariableTrue->client->AddVariable->'wood' '1'
VariableFalse->client->chatMessage->You hit this tree, but nothing happen.
« Last Edit: November 26, 2008, 01:26:32 PM by The-Legend »


we need a setVariable2 series
No, we don't :P

Example: you want to make a brick that checks if you have a msithing hammer AND the ore:

1st make a brick without raycasting, colliding, or rendering and name it Orecheck. Event it like so:
ifVariableTrue->player->addVariable->sword
ifVariableTrue->client->centerPrint->"You make a sword out of the ore!"
ifVariableFalse->You need an ore to make a sword!

Then, make a second brick, the one the player clicks on to forge, and event it:
onActivate->Self->ifVariable->Smithing Hammer greaterEquals 1
VariableTrue->namedBrick "Orecheck"->ifVariable->ore greaterEquals 1
VariableFalse->you need a smithing hammer to make a sword!

That should work :D

Also, @Destiny/ZackOWackO:
I am not the only one to beleive that the most requested variable is the BL_ID. Anybody who is making an RPG has agreed with me that even a V4 with ONLY BL_ID saving would be much nicer than what we have seen planned. Also, I have an idea for variable types: BL_ID client and BL_ID player: With client, it saves your variables. whearas with player, if you die, the variables reset.