Author Topic: event  (Read 1710 times)

can someone make an event like onplayertouch-namedbrick-activateevent X
                                                      onactivate-self-activateevent X
those would be all of the possible combinations it would be under self and named brick call it activate event
what it does is activate the event and X represents the amount of times it activates  


EX. if i had 4 bricks named bob that have grave rockets in all diffrent directions i put a brick then put acctivat event 3 (then it has a 2 sec time frame in between each rocket or whatever it is) all of the bricks named bob shoot there rockets this can also be use for things like


if you dont have jvs make some bricks name them door (put onactivate dissapre 5 sec) and make one extra brick name it billy (the names can be anything im using these as examples and you dont have to name the brick you klick) put activate event on billy click the billy and bam a door opener
« Last Edit: September 14, 2008, 07:55:23 PM by dark ninja »

Already suggested of this, possible but would be complex ass code that would would like stuff since currently, events are handled by the game engine to work more...efficiently.

i didn't know it was suggested already i didn't find it in the search

Well, you didn't search for the right words o.o

You mean, like, setEventEnabled?

yes but i cant figure out how it works lol

You mean, like, setEventEnabled?
No, he wants it to activate a line of the events.

Like "onActivate Self ifPrint 5 Activateline 6"

Then the check would activate line 6 without calling all lines with the same input.

There's a text box and a checkbox.

The text box is for the numbers. If you want event 1 enabled, you write 1. If you want 1 and 2, you write 1 2.

The checkbox sets whether you're enabling them or disabling them.

toggleEventEnabled is the same, but without a checkbox; it just toggles it.

Mega, WHAT? There's no way to do an event within an event. You could use the ifPrintThenRelay for that but it'd be 2 events.

Falcon, listen before you think about something.

onActivate Self ifPrintThenRelay 5

That activates onRelay. This does ALL lines that input onRelay. We wanted one that only activates 1, namely one on a numbered line. The "ActivateLine" was only to tell you where the thing was, it would really show as:

onActivate Self ifPrint 5 2

That would activate event line 2 if the print was 5.

yes i understand mega that would be cool but so would just all of the events
and you can also chose how many times the event is activated

and you can also chose how many times the event is activated
Now THAT'S...stupid...

What's the point of that?

and you can also chose how many times the event is activated
That's just pointless.
And confusing.

Oh I get it.

He wants a performEvent [number].

Duh o.o

But Events work through the game engine because the engine goes before executed code, so it works more efficiently. Doing this in a script would work...less efficiently, and be MUCH more complex.