Author Topic: New event types.  (Read 709 times)

If Input Events
These events would be able to customize the input events adding a new column and having a
Pop out selector in it. These would let you add If events in the input column allowing you to select If you want the event to be activated by an Id when activated. These would have to be linked with the New Event type below.

(Examples are in next New Event type.)

Greater than/ Less than/ Equal to


This new column(s) would be place after the Input column. This would be used to compare to values, names, healths, player types, velocity, BL_ID's, and other added events to each other or other enter able values/names/player types.

Ex:
     On_Activate >If_PlayerHealth > Greater than [5] and less that [50] > Player > kill

     or

     On_PlayerTouch > If_ClientID > Less than [3000] or Greater than [4000] > Self > kill brick

     or

    On_Blownup > If_ClientID > Is equal to [3250] > Client > SenMessege  [Ohai]

     or

    On_Activate >If_PlayerHealth > Greater than or equal to [5] and less or equal to [50] > Player > kill
_____________________________ _____________________________ _________________

Rate idea x/10


So you mean like the variable events?

A conditional system for events would be awesome.

Someone released variable conditional events already.

Kind of like variables but make it more user friendly-ish. Kind of like Input Output abilitys.
 Input 3 Output 6
 Input4 Output 8
 Input5 Output 10
 Ect...

    On_Blownup > If_ClientID > Is equal to [3250] > Client > SenMessege  [Ohai]
Lol'd