Author Topic: Variable/Conditional Events (V.4)  (Read 61543 times)

This totally awsome!!!!!!!!!!!!!!!!!

What if you hosted a freebuild and someone changed their keycount? It would automatically load once the server goes back to GENERIC BLRPG SERVER.

Quote
Ideally, the mod should be redone or changed to only allow variables to be set according to the brick group - as in, them incrementing their own "money" variable using a brick they've made has no impact on the amount of money they have in yours for the RPG.

Then they couldn't change their own count, it'd have no effect on your key count.

That was a BETA I gave you colten ;)
Also I got thinking about a sub system. Example:
onactivate self varif turkey equals 5 turkeyfish
VariableTrue self varSubStart turkeyfish
VariableTrue self setColor 1
VariableTrue self varSubEnd turkeyfish
This would only process the lines between varSubStart and varSubEnd and ignore the rest. (But it would function everything in variable true if there is no subname provided) So if don't get what I'm going at:
ifVariable
Start Sub ({)
setColor 1
End Sub (})
So basically, the sub start and sub end are the "brackets" of events.
Then I got thinking why not expand on the coding sort of style I'm going for here:
OnActivate self ifVariable blah equals blah cookie
onActivate self subStart cookie
onActivate self subEnd cookie

So this takes away variable true, and uses subs straight after the ifVariable is called.
This is just a concept idea but I really think it would be awesome so I decided to expand on it. Why not have more conditionals ifs and why not functions? (This is just an idea, I doubt while and for will be added simply because they are hacky, but it'd be useful)
onActivate self varForVariable cookie 0 < 5 + 1 cookie
onActivate self varSubStart cookie
onActivate self varModVariable add jeff 10
onActivate self varSubEnd cookie

onActivate self varWhileVariable cookie < 5 moarcookie
onActivate self varSubStart moarcookie
onActivate self varModVariable add cookies 1
onActivate self varSubEnd moarcookie

functions would be "stated" using this:
onActivate self varStateFunction functionname subname
onActivate self varSubStart subname
onActivate self varSetVariable death 1
onActivate self varSubEnd subname
then use:
onActivate self varCallFunction functionname

It's really only an idea and I want to see what you guys think.

EDIT: I'm interested in your idea space.
« Last Edit: February 28, 2009, 04:12:04 PM by Destiny/Zack0Wack0 »

I'm wondering if you could add a ifColor event maybe? It'd be mighty useful for code doors and the like.

Ah,now i can start mini rpgs on my server.and btw good job

Bump.

Great idea there, Dest.
Would be mighty handy!

Sounds confusing. Badspot needs to make a change to the event GUI that lets us do that one thing Space advised. (Fist box has a box under it that can change what it means. Like on projectile's little box will have all the projectile names)

Yeah ^ that would allow me to make this heaps better.
But since badspot hasn't made any input settings for v11 ( :( ) in order for players to do multiple variable checks inside one brick I have to make the sub system. Ever way, I'm going to make the sub system, host some servers and see what people think and I'll decide whether or not to use it that way.


Serious problem peeps. And BAWMP!

Try this:

Make two bricks. Events for the first one:
>OnAcivate > Self > SetVariable > test, 5
Name that brick 'oo'

Other brick:
>OnActivate > NB(oo) > ifVariable > test, Equals, 5
>VariableTrue > Client > ShowMessage > CenterPrint, Yay!, 3
>VariableFalse > Client > ShowMessage > CenterPrint, Aww!, 3

Click the brick named oo, then the other one. No message is shown. Why?!

There is a different between client and player variables make it so it like

Make two bricks. Events for the first one:
>OnAcivate > Self > SetVariable >client test, 5
Name that brick 'oo'

Other brick:
>OnActivate > NB(oo) > ifVariable > client test, Equals, 5
>VariableTrue > Client > ShowMessage > CenterPrint, Yay!, 3
>VariableFalse > Client > ShowMessage > CenterPrint, Aww!, 3

But then, if someone else comes along, they cannot use the button properly, due to the fact that there would be two seperate variables on different machines. Unreliable. This needs to be fixed.

When you use Named Brick with ifVariable, you need to put the VariableTrue and VariableFalse inputs on that named brick.

How idiotic. What if you wanted more than one brick to check if a variable of some other brick to do different things?

Sorry, if I'm insulting anyone. I'm just a little ticked off right now.
« Last Edit: April 15, 2009, 04:11:55 PM by ApplePiePod »

How idiotic. What if you wanted more than one brick to check if a variable of some other brick to do different things?

Sorry, if I'm insulting anyone. I'm just a little ticked off right now.

Create 2 onactive variable tests