[GM] Triggers Reorderable
#1
Posted 26 August 2012 - 07:01 AM
#2
Posted 26 August 2012 - 07:43 AM
#3
Posted 31 August 2012 - 10:16 AM
Waitwaitwait.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.
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)
#4
Posted 31 August 2012 - 06:30 PM
Triggers are usefull so your step event doesn't get cluttered.Waitwaitwait.
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.
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)
Make your trigger list cluttered instead./jk
#5
Posted 31 August 2012 - 06:36 PM
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 codeif (trigger01.triggered) {
//action
}
Edited by cantavanda, 31 August 2012 - 07:21 PM.
#6
Posted 31 August 2012 - 07:28 PM
GM Lesson of the day:with (self) triggered=1;
" with (self) " does absolutely nothing but take processing power.
#7
Posted 31 August 2012 - 07:55 PM
I just want to make sure that it is on himself...GM Lesson of the day:
with (self) triggered=1;
" with (self) " does absolutely nothing but take processing power.
Yes stupid from me XD
#8
Posted 31 August 2012 - 08:29 PM
#9
Posted 31 August 2012 - 10:33 PM
Yeah, I know. But it's useful, as Cantavanda said, to keep my step events from getting too cluttered.Waitwaitwait.
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.
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)
#10
Posted 31 August 2012 - 11:19 PM
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?Yeah, I know. But it's useful, as Cantavanda said, to keep my step events from getting too cluttered.
Waitwaitwait.
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.
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)
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.
#11
Posted 01 September 2012 - 01:57 AM
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.How exactly is using the step event more cluttered than triggers?
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.
#12
Posted 01 September 2012 - 10:53 AM
What are arrays?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?
#13
Posted 01 September 2012 - 11:44 AM
What are arrays?
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?
For most people, I'd assume that was an amusing joke, but, since it's you...
#14
Posted 01 September 2012 - 01:49 PM
Seriously what are arrays? It is not a joke...
What are arrays?
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?
For most people, I'd assume that was an amusing joke, but, since it's you...
#15
Posted 01 September 2012 - 02:15 PM
#17
Posted 02 September 2012 - 10:09 PM
Hey, give canta a break. He's only 5.Look them up. Don't use age as an excuse, either.
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