Author Topic: who misses the ifPlayerPoints event (and other ifPlayer events)  (Read 923 times)



They still exist. VCE

wat
there were a few ifPlayer variable events, they have since been removed (to my knowledge)
using them instead of the VCE events was much easier and less time consuming

because with VCE I'm having a great deal of trouble getting a simple "exchange points for items system"
i could do it with the old events but the new ones are too complicated

They still exist. VCE
checked through the latest update
they we'rent there

ifPlayerScore = <var:client:score>

ifPlayerScore = <var:client:score>

current events

they're not working and it's getting really annoying
I checked the event list and there is no ifPlayerScore or ifPlayerPoints

It's because prompts are buggy.

It's probably not registering you're clicking Yes.

Also, of course there's no "ifPlayer_____", VCE got rid of those.

It's because prompts are buggy.

It's probably not registering you're clicking Yes.
tried it earlier without prompts
didn't work


Regulith is correct, you can't use variable replacers on the left side of the logic balancer in ifVariable events. It was clearly stated in the manual, but of course, people have to much pride to loving read it.

I couldn't live without that manual, lol.

seems to be working,but not the way i wanted it to

also i did read the manual but i'm too stupid to understand how to comprehend it

Regulith is correct, you can't use variable replacers on the left side of the logic balancer in ifVariable events. It was clearly stated in the manual, but of course, people have to much pride to loving read it.
How about this?
Code: [Select]
onPromptAccept -> Client -> ifVariable ["score" ">=" "5" "2 4"]No need for variable replacers on the left-hand side, making checking for values easier and understandable. This also means no confusion between ifVariable/ifValue since the second one isn't needed. Numbers or nonexistant variables would be taken as strings, registered variable replacers are used if the client/minigame/etc. target is used and normal variables in other cases. The right-hand side is normal, or perhaps ask Badspot to add an extra argument to events so you can have a "Target" selector and have no need for the confusing things all together.

modVariable could take special variables too if applicable - a function in the variable definition could be like this:
Code: [Select]
//%value is the value you're setting it to. %client is the one who triggered the event.
RegisterSpecialVar(GameConnection,"team","%this.tdmTeam+1","%this.setTeam(%value-1,%client);");
function GameConnection::setTeam(%this,%team,%client)
{
   ...
}
Code: [Select]
onActivate -> Client -> modVariable ["team" "randomNum" "3"]
onActivate -> Client -> modVariable ["score" "Multiply" "2"]
onEnterZone -> Player -> modVariable ["velz" "Multiply" "-1.5"] (trampoline or something?)
onPlayerTouch -> Player -> modVariable ["health" "Divide" "2"]
Things like the server max players and brick name wouldn't be editable, but allowing people to edit these ones would make it much more useful.
« Last Edit: November 14, 2009, 05:59:33 AM by Space Guy »