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How would I go about making a long-term unlockable system?
phflack:
--- Quote from: zenloth on August 27, 2009, 07:29:32 PM ---Then Im not too sure on how you would directally translate score to a variable, becauise v4 didnt have the equivilent of replacers :/ Im guessing your entire save is on V4 so I wont even suggest you get v5 because I assume you have done alot of work on it.
Im sorry but I cant think of any other ideas on how you would pull this off, other than scripting a new event (or getting someone else to).
I am not good with events however and I am sure somebody else will be able to think of an answer (I hope).
--- End quote ---
with V4
input>self>ifplayerscore[greaterthan][0]
onvaraibletrue>client>incscore[-1]
onvaraibletrue>client>addvariable[score][1]
opposite to get your score back
input>self>ifvariable[client][score][greaterthan][0]
onvaraibletrue>client>incscore[1]
onvaraibletrue>client>addvariable[score][-1]
Regulith:
--- Quote from: phflack on August 28, 2009, 11:27:52 AM ---with V4
input>self>ifplayerscore[greaterthan][0]
onvaraibletrue>client>incscore[-1]
onvaraibletrue>client>addvariable[score][1]
opposite to get your score back
input>self>ifvariable[client][score][greaterthan][0]
onvaraibletrue>client>incscore[1]
onvaraibletrue>client>addvariable[score][-1]
--- End quote ---
And I pose the issue of having to do something after each kill. You could kill 5 people, then get killed before you can save and you lose those 5 points.
zenloth:
Relay spam it?
Change the input to OnRelay
and just do a relay loop - Note - THIS MAY LAG LIKE stuff.
So OnPlayerTouch (have it as like the spawn brick)>Self>Fire relay.
OnRelay>Self>FireRelay
OnRelay>self>ifplayerscore[greaterthan][0]
onvaraibletrue>client>incscore[-1]
onvaraibletrue>client>addvariable[score][1]
Meh.... Probably a better way to do this.
Regulith:
--- Quote from: zenloth on August 28, 2009, 11:48:40 AM ---Relay spam it?
Change the input to OnRelay
and just do a relay loop - Note - THIS MAY LAG LIKE stuff.
So OnPlayerTouch (have it as like the spawn brick)>Self>Fire relay.
OnRelay>Self>FireRelay
OnRelay>self>ifplayerscore[greaterthan][0]
onvaraibletrue>client>incscore[-1]
onvaraibletrue>client>addvariable[score][1]
Meh.... Probably a better way to do this.
--- End quote ---
That would probably cause some sort of catastrophic explosion. @_@
Space Guy:
When you select a class, remove current points and translate to unlockables score.