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Value of a counter
Posted: Wed Oct 22, 2014 11:51 pm
by Faerghail
Hi all,
What is the new method to return the value of a counter ? old one was for example : counter1:getvalue()
I would like , to test a script , to print the value of counter1
Faerghail
Re: Value of a counter
Posted: Wed Oct 22, 2014 11:57 pm
by Skuggasveinn
Code: Select all
function firetrappuzzle1()
local count1 = firecounter_1.counter:getValue()
local count2 = firecounter_2.counter:getValue()
local count3 = firecounter_3.counter:getValue()
if firecounter_1.counter:getValue() == 0 and
firecounter_2.counter:getValue() == 1 and
firecounter_3.counter:getValue() == 0 then
hudPrint("firecounter_1 has "..count1.." in value")
hudPrint("firecounter_2 has "..count2.." in value")
hudPrint("firecounter_3 has "..count3.." in value")
mine_door_spear_1.door:open()
else
mine_door_spear_1.door:close()
hudPrint("firecounter_1 has "..count1.." in value")
hudPrint("firecounter_2 has "..count2.." in value")
hudPrint("firecounter_3 has "..count3.." in value")
end
end
Re: Value of a counter
Posted: Thu Oct 23, 2014 12:05 am
by Faerghail
Great ,thank you for your quick answer

Re: Value of a counter
Posted: Thu Oct 23, 2014 5:22 am
by Mysterious
Hi. Hey Skuggs I like the coding. How would I use it with plates or levers etc.., if you don't mind thxs

Re: Value of a counter
Posted: Thu Oct 23, 2014 6:50 pm
by Doridion
Skuggasveinn, I seen your part 7 of your tuto, and ... wow ^^
However , in case of a countdown
( never thinked to use the " Boss bar " to give a visual indication of the time , good tip), except by the hudprint ( Given only on the left -down screen corner ) ,
is there any solution to display something like a stopwatch ?
For example, entering in part of the dungeon, doing some puzzles, accessing to THE object ... but ... when taking it, begins a global CD with an alert message ... before all the dungeon parts will close/explose/disrupt/etc.
Love to stress players

Re: Value of a counter
Posted: Thu Oct 23, 2014 8:30 pm
by SnowyOwl47
@Doridion and @Mysterious You guys have some more questions but skuggs is not here right now he might be offline any way.
first thing:
@Mysterious What you want to do is the below:
Now I could be wrong but that should do it!
But just remember to replace lever.lever with your levers name.lever so lever_name.lever and so on.
Second thing:
@Doridion There is nothing you can use like a stopwatch the players will see you can use hudPrints though:
Code: Select all
function time(time)
while time == false do
hudPrint(time)
end
end
function timer()
script_entity.script.time(10)
end
Now that is kinda a blob and would need to be worked on a lot but its still something!
Re: Value of a counter
Posted: Thu Oct 23, 2014 8:49 pm
by JohnWordsworth
Assuming there is a method like the old "onDrawGui" available for the party component (or another, new, component) then having a count down timer in the corner of the screen will be trivial.

.
Re: Value of a counter
Posted: Thu Oct 23, 2014 8:56 pm
by Doridion
Thanks for your answer SnowyOwl47 ^^ I thinked about a script like that, just sad that we've not yet more informations about script and assets references :p I'll certainly script light modifications for torchs ( pulsing red for example ) and the boss count. For the message, he'll come after.
@John : Not sure ; spawning a CD centered up of the screen and seeing seconds/milliseconds growing down is stress-up, and stress is good for a quality game

( I completly assume to be a torturer )
Re: Value of a counter
Posted: Thu Oct 23, 2014 9:01 pm
by Mysterious
As Doridion said thxs again for the help SnowyOwl47

It's really good to have some help. Looking forward to more of your Scripts and other things.
Re: Value of a counter
Posted: Sat Feb 14, 2015 5:49 pm
by Halluinoid
do you have to use coding to get the counter to work?
I placed a counter with a value of 3 next to a passageway
in the passageway is a floor trigger
I connected the floor trigger to the counter
I then connected the counter with a value of 3 to the corridor door
I expected the counter to open the door after the floor trigger had sent 3 counts to the counter but no, the door remains closed
