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[GM] Triggers Reorderable


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#1 Mercerenies

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Posted 26 August 2012 - 07:01 AM

Sometimes, when I'm making a game, my list of triggers starts to get a bit cluttered. I'd like to be able to move these triggers up and down to sort them manually for organization, like how you can reorder constants on the constant list easily.
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#2 Nocturne

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Posted 26 August 2012 - 07:43 AM

Triggers are gone from GM:Studio, and GM8.1 will not be getting modified unless some major bug is found that breaks it (unlikely at this stage in the game). It's possible that in future versions of GM triggers will be returned, but done PROPERLY and far more versatile and configurable (more than likely as proper user created events).
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#3 mcmonkey

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Posted 31 August 2012 - 10:16 AM

Sometimes, when I'm making a game, my list of triggers starts to get a bit cluttered. I'd like to be able to move these triggers up and down to sort them manually for organization, like how you can reorder constants on the constant list easily.

Waitwaitwait.
You use triggers?
0.o


Triggers are exactly the same as putting the trigger code in the step event, and the trigger's results within that code. You could easily reorganize that too. (Multiple code actions with that new 8.1 /// comment-name thing)
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#4 Lukasmah

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Posted 31 August 2012 - 06:30 PM


Sometimes, when I'm making a game, my list of triggers starts to get a bit cluttered. I'd like to be able to move these triggers up and down to sort them manually for organization, like how you can reorder constants on the constant list easily.

Waitwaitwait.
You use triggers?
0.o


Triggers are exactly the same as putting the trigger code in the step event, and the trigger's results within that code. You could easily reorganize that too. (Multiple code actions with that new 8.1 /// comment-name thing)

Triggers are usefull so your step event doesn't get cluttered.

Make your trigger list cluttered instead./jk
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#5 cantavanda

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Posted 31 August 2012 - 06:36 PM

I am not sure if this is what you want, or if you mean something else.
I don't know, I just show how I do triggers for traps and so...
I don't understand the problem well but this is all what I can do:
Use this code
trigger01:
//create
triggered = 0
//collision with anything
if (!triggered) {
    with (self) triggered=1;
}
Any object code
if (trigger01.triggered) {
        //action
    }

Edited by cantavanda, 31 August 2012 - 07:21 PM.


#6 mcmonkey

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Posted 31 August 2012 - 07:28 PM

with (self) triggered=1;

GM Lesson of the day:
" with (self) " does absolutely nothing but take processing power.
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#7 cantavanda

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Posted 31 August 2012 - 07:55 PM


with (self) triggered=1;

GM Lesson of the day:
" with (self) " does absolutely nothing but take processing power.

I just want to make sure that it is on himself... :sweat:
Yes stupid from me XD

#8 Keypress

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Posted 31 August 2012 - 08:29 PM

And that would be even more bulky, as it'd require another object for every trigger. Haven't you learned how to use arrays yet?
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#9 Mercerenies

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Posted 31 August 2012 - 10:33 PM


Sometimes, when I'm making a game, my list of triggers starts to get a bit cluttered. I'd like to be able to move these triggers up and down to sort them manually for organization, like how you can reorder constants on the constant list easily.

Waitwaitwait.
You use triggers?
0.o


Triggers are exactly the same as putting the trigger code in the step event, and the trigger's results within that code. You could easily reorganize that too. (Multiple code actions with that new 8.1 /// comment-name thing)

Yeah, I know. But it's useful, as Cantavanda said, to keep my step events from getting too cluttered.
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#10 mcmonkey

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Posted 31 August 2012 - 11:19 PM



Sometimes, when I'm making a game, my list of triggers starts to get a bit cluttered. I'd like to be able to move these triggers up and down to sort them manually for organization, like how you can reorder constants on the constant list easily.

Waitwaitwait.
You use triggers?
0.o


Triggers are exactly the same as putting the trigger code in the step event, and the trigger's results within that code. You could easily reorganize that too. (Multiple code actions with that new 8.1 /// comment-name thing)

Yeah, I know. But it's useful, as Cantavanda said, to keep my step events from getting too cluttered.

You fix said the easy-to-organize-perfectly 'clutter' of a step event by using the unorganizable triggers? The very same triggers which you posted a topic about because they're too cluttered?


You know, in 8.1, you can title code blocks. Or so I was told. And you can put them in any order, even offset them left/right if you so wish. And put any differently marked separation block-comments if you wish.
...
Triggers, on the other hand, are 1 short title in an order you have no control of with unrelated bits on the top and bottom.


I guess I'm just not understanding your point. How exactly is using the step event more cluttered than triggers?
Note because I'm often misunderstood: This post is not meant to be insulting or arguing. From what I know, step event is more organized than triggers. I genuinely want to know why you think otherwise.

Edited by mcmonkey, 31 August 2012 - 11:21 PM.

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#11 Mercerenies

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Posted 01 September 2012 - 01:57 AM

How exactly is using the step event more cluttered than triggers?

Eh, maybe it's just stylistic on my part. My logic is that if I'm using them casually, I usually won't have to modify or look at the trigger list. Conversely, I have to look at the step event and the object editor frequently, so I like that looking as clean as possible.

Plus, sometimes I have actions that I want to be able to event_perform at will, sort of like object-specific scripts.

EDIT: And yes, I understand. I'm not insulted at all.

Edited by Mercerenies, 01 September 2012 - 01:58 AM.

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#12 cantavanda

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Posted 01 September 2012 - 10:53 AM

And that would be even more bulky, as it'd require another object for every trigger. Haven't you learned how to use arrays yet?

What are arrays? :confused:

#13 Keypress

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Posted 01 September 2012 - 11:44 AM


And that would be even more bulky, as it'd require another object for every trigger. Haven't you learned how to use arrays yet?

What are arrays? :confused:


For most people, I'd assume that was an amusing joke, but, since it's you...
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#14 cantavanda

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Posted 01 September 2012 - 01:49 PM



And that would be even more bulky, as it'd require another object for every trigger. Haven't you learned how to use arrays yet?

What are arrays? :confused:


For most people, I'd assume that was an amusing joke, but, since it's you...

Seriously what are arrays? It is not a joke... :mellow:

#15 Keypress

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Posted 01 September 2012 - 02:15 PM

Look them up. Don't use age as an excuse, either.
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#16 Nocturne

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Posted 01 September 2012 - 03:31 PM

What are arrays? :confused:


Arrays Explained
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#17 icymx

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Posted 02 September 2012 - 10:09 PM

Look them up. Don't use age as an excuse, either.

Hey, give canta a break. He's only 5.
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