Author Topic: Blockland scripting help  (Read 6112 times)

Yes, as Fjeld said, it's called Eventing, Scripting is when you're making mods with the .cs files and stuff, which is far more complicated and ussafe for those who are unsure of how to do it

Nice index,but i need and ADVANCED EVENT-ER (or one that knows the answer to my question)
If anyone knows a good event-er that I can ask then please let me know.
hey if you still need an eventer im very good at it

Sorry, I don't know too much about the cashmod, I don't use it that often.

hey if you still need an eventer im very good at it


Did you read his question?

onActivate > player > addMoney > -#
onActivate > namedBrick > spawnProjectile > (#) Rocket Gravity (X Y Z)
onActivate > client > centerPrint > <font:impact:20><shadow:4:4><shadowcolor:000000>Self Delete booth on!


That'll take # amount of money away, while spawn a rocket at the (#) velocity in the (XYZ) direction (Try and aim for the player), and tell the player (client) they just used a Self Delete booth, using a fancy font.
But that isn't really hard.
« Last Edit: August 06, 2009, 08:18:08 PM by .::Taboo::. »

i know most things, but cash mod i don't think has a money transfer, i think you have to transfer money through the bank (onplayertouch>self>cashbank or something)

i know most things, but cash mod i don't think has a money transfer, i think you have to transfer money through the bank (onplayertouch>self>cashbank or something)
Did you even read what i just said?
addMoney > AnegativeValue

hey if you still need an eventer im very good at it

It would be nice if you could help. My question says what I'm trying to do. The problem is....cashtransfer is an output. I want cashtransfer to activate another output, which I'm not sure how to do. Am I missing something?

cashtransfer has a /yes /no confirmation. So could you make it so when the player says "/yes" It activates something(and also confirms the cash transfer)?
« Last Edit: August 07, 2009, 10:00:46 AM by Reinforcements »

I think your best bet is to do what .::Taboo::. said; use the same input to occur after the money transfer. So, if onActivate you lose money, make it onActivate an item spawns as well.

But the money transfer requires the player to say "/yes" to confirm the cash transfer.

Ah.
I didn't know that. This is indeed a scripting problem more than an eventing problem. Wish I could help you :/

Ah.
I didn't know that. This is indeed a scripting problem more than an eventing problem. Wish I could help you :/

Thank you, I feel so happy now. :cookieMonster:

I still need help though.
« Last Edit: August 07, 2009, 05:10:18 PM by Reinforcements »

I HAVE IT!

on activate>self>cash transfer
on variable true>self>disappear

this is how you make a gate disappear on a cash transfer!( I made another topic about that to try to get help)

I can't beilive he didn't just look it up.
 :cookieMonster: