Aeal5566's Recent Forum Activity

  • Congrats good to see some more mods.

  • Dont worry Im not calling them that way lol I know they take params I looked at the definitions. It took me a bit to download the SVN i was just asking about how the generateEvent function knew which triggered event to trigger. So I would call the GenerateEvent(info.id, 3, this) if it is the 3rd condition defined in the ACETable.cpp right?

  • How do i distuguish between the two triggered events in the generate event call?

    void ExtObject::aSwitchState(LPVAL params)
    {
    
    	for( int i = 0; i< (int) stateVector.size(); i++)
    	{
    		state tempState = stateVector[i]
    		CString tempString = params[0].GetString();
    
    		if( strcmp(tempState.name, tempString) == 0)
    		{
    			if(tempState.state)
    			{
    				tempState.currentState = false;
                                    GenerateEvent(); // how do the GenerateEvent() calls distiguish between the two?
    				// call the true to false trigger here
    				
    			}
    			else
    			{
    				tempState.currentState = true;
    				GenerateEvent();
    				// call the false to true trigger here
    			}
    
    		}
    
    	}
    }[/code:3bbpr97n]
  • Ok so when a state changes from true to false or from false to true I want to generate a triggered event. I know that I use the flag CND_TRIGGERED and the generateEvent() call. but what would the ADDCND function look like because the event is generated in the switch action.

    if( strcmp(tempState.name, tempString) =0)
    		{
    			if(tempState.state)
    			{
    				tempState.currentState = false;
    
    				// call the true to false trigger here
    				
    			}
    			else
    			{
    				tempState.currentState = true;
    				// call the false to true trigger here
    			}
    
    		}[/code:13g8hh22]
  • It would dosent make much sense because it would increase the amount of variables needed for 1 variable. and it would end up essentially doing the same thing as the clamp function anyways.

  • I think the clamp function already does that, not sure though....

  • Ok, Ashley.

    I create a OS in Windows XP, the name is : Conix.

    They have their own system applications

    That is not an OS an OS is much more complicated. It manages resources, it interacts directly with the hardware. By default anything that runs in windows or uses windows for anything is not an OS, because you need an OS to run it. As Ashley said it is not possible to make an OS in construct, to make an OS you would need to learn Assembler.

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  • As long as you have the global variable set. then yes it will persist after leaving the layout.

  • Do you mean that you want each pixel to be taken away when the object is hit cause that is diffrent then destroying the object. You should go though the ghost shooter tutorial to get an idea of how construct works....

  • The only reason I was looking in to making it is because I'm taking a c++ class and im kind of bored in it so I wanted to try some more in depth things so i figured i would make a plugin since i havent really contributed anything recently.

  • Aeal5566 wrote:Construct is a giant FSM. If this -> do this. Which is almost exactly what a FSM does.

    ... not exactly the same.

    I didn't say it was exactly the same but essentially that is what construct is and I even said that. read posts before you reply.

    What I think people are actually asking for here is a Boolean type value that is either on of off. Or triggers once and then never runs again.

    Nope, not at all.

    Again if you read the original post mipey gave examples of what he wanted.

    OnStart, OnStop, Walking, Standing

    OnStart, OnStop are triggers and he also gave the examples of StartofLayout start of game. The start and stop would trigger when there was a state change but essentially walking and standing are Boolean values that are either true or false, and when the value changed you would would call the trigger. and instead of just saying something like "nope not at all" actually contribute something to the topic, we know you can make a state machine in construct we were talking about what a plugin would look like for it.

    Now mipey

    can you answer some of my questions about how states are defined. Are they runtime edittime etc.

  • Why would hard coded FSMs even be necessary when there is an unlimited number of vars available to you to use to track states?

    And as an idea for those who cannot adapt the idea of an FSM to work in construct as is, you can always place all the different states in groups and activate/deactivate as necessary according to the number stored in a var.

    Why overcomplicate the simple? Streamlined happens to be a formula that works. I would hate for Contruct to turn into bloatware because of pointless requests like this...

    /my two cents

    its not hard coded FSM you would define your own states and turn those states on and off as you please. Construct is a giant FSM. If this -> do this. Which is almost exactly what a FSM does. What I think people are actually asking for here is a Boolean type value that is either on of off. Or triggers once and then never runs again. and it wouldnt be bloat because you have the choice to install the plugin if its made we dont force you to install plugins at knife point.

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Aeal5566

Member since 23 Oct, 2008

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