Author Topic: THESE ARE ABOUT THE BEST EVENTS EVER INVENTED!  (Read 4059 times)

ok i was mucking around with events trying to find a way to permanently do something to a player using relays AND I DID IT :D!

events as follows:

onactivate, self, firerelay
onrelay, self, firerelay
onrelay, self, ifvariable, player <leave space blank>, equals <leave space blank>
onvariabletrue, player/client, <the event you want to do>

credits for this acheivement:

brains: Me
invention: Me
Testing: Flying Ace, Me, and some random people on ace's server.

enjoy.


You know that you can just do

  • OnActivate - Self - FireRelay
  • [0] OnRelay - Self - FireRelay
  • OnRelay - Player/Client - stuff


Or if you want to not make the brick track so many relays;

  • OnActivate - Self - FireRelay
  • [0] OnActivate - Self - CancelEvents
  • OnActivate - Self - ToggleEventEnabled [.0] (as long as 0 is the first one listed here)
  • OnRelay - Self - FireRelay
  • [0] OnRelay - Player/Client - stuff
« Last Edit: November 28, 2008, 12:13:41 PM by dUMBELLS »

You know that you can just do

  • OnActivate - Self - FireRelay
  • [0] OnRelay - Self - FireRelay
  • OnRelay - Player/Client - stuff


Or if you want to not make the brick track so many relays

  • OnActivate - Self - FireRelay
  • [0] OnActivate - Self - CancelEvents
  • OnActivate - Self - ToggleEventEnabled [.0] (as long as 0 is the first one listed here)
  • OnRelay - Self - FireRelay
  • [0] OnRelay - Player/Client - stuff


No... As far as I remember the only onRelay target is Self. You have to fire a projectile onRelay then onProjectileHit > Player/Client.

yes buuuuut this just means you need 1 block and 1 block only works for one person.

Oh I see, that only works for self events on bricks that count whatever the self events might do as the player's. Since relays are tracked.

  • OnActivate - Self - FireRelay
  • [0] OnActivate - Self - CancelEvents
  • OnActivate - Self - ToggleEventEnabled [.0] (as long as 0 is the first one listed here)
  • OnRelay - Self - FireRelay
  • [0] OnRelay - Self - SpawnProjectile (In the direction of the other brick)

    and on the other brick;

  • OnProjectileHit - client/player - stuff
    Pretty sure that was what Ephialtes was suggesting.
    It seems though that this only works for client events. Spawning a bullet makes the bullet spawn from the brick, so I'm guessing the brick is counted for the player and you are counted for the client.
« Last Edit: November 28, 2008, 12:36:48 PM by dUMBELLS »

I think Warren used this for his 10 second respawn torture. I hated that thing.

Yeah, that is pretty easy to figure out and exploit.

oh i didnt mention but this one allso has an undo string of events.

onactivate, player, setvariable, <leave blank>, 1,

(this allso imunatises the player from your brick to activate merely change the first box to something random)

sorry to double post but i tryed your method dumbells and it didnt work

That's probably because you tried to make it target the player and not the client.

this works ofr players ex: burn, white out, add velocity, and my personal favorite kill

Here's the line of being cool ---





You're somewhere down here in the -100's.

meh i realy do not care if im cool or not.

I think Warren used this for his 10 second respawn torture. I hated that thing.

Oh god I was the tester to that!!! D: Bad memories...

In it's initial design I had found a flaw where I could Ctrl K before my "corpse" would disappear and I was able to escape the system.

He ... fixed that problem...