Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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The smaller the images, the more can fit in a post.
I've won a few cards.
We should play sometime. I've got just a few cards
Have you played this game? If yes, how many cards do you remember having?
So we have switches that basically work as checkboxes, but what if we had (some more of) the entire set of HTML graphical control elements?
I present to you, an abomination with Paint!
Sorry for the size of the image. Also I didn't align correctly the numbers and I didn't respect the "all blocks are made with pixels, you just made a circle".
So, what I thought is that you get to place radio switches that act just like radio buttons: You can only choose one from a set, and if you choose another, the one you previously chose will be deselected and whatever you just chose will be selected.
You can't trigger a radio switch again by repeatedly entering the cell, so once you turn one on you can't turn it off again. That's not how radio buttons work.
They begin off, so if you want doors/gates moving you should trigger a switch first.
When clicking the switch in your block menu, you have to choose an ID (or set) and a sub-ID (or sub-set) for the switch.
Why? Well, first your switches have to be in a set, so if you have three switches with the set 0, then you have to choose only one, you can't choose all of them.
And of course, if you want to open doors or close gates, you need the sub-set. If you set the switches' sub-set to 1, 2 and 3 respectively, and you trigger the one with the sub-set of 2, all doors with set 0 sub-set 2 will open and gates with the same attribute will close.
If you happen to have two switches in the same set and using the same sub-set, both switches will appear as triggered. They do the same thing since they're both the same trigger in different places.
If you have two switches, two using sub-set 0 but their set are different, they won't interact with each other since their set is different.
I thought about global radio switches too. I can't see a good use for them though, since most questions involving radio buttons are usually stuff the user should answer, and not everyone has the same answer. Unless you're doing a coop that involves global switches, that is. Or it's for an admin room to choose from 4 different options that open different minigames and bosses and stuff, but that's a very specific use.
...I think that's all!
Long story short, they're switches that act like radio buttons. Choose one and the rest turn off. You can have multiple sets of switches. They are great for giving the player a way to "answer", and closes gates or opens doors depending on what the player chose.
65. since you are a rebel, you go 1 step higher than the previous step
51. Realize you were climbing the stairs, miss a step and begin rolling down the stairs. Ouch
I'd
run away
35. Stop thinking about the stairs, please stop thinking about those damn stairs, stop thinking about the stairs every step it feels so weird stop thinking about the stairs stop thinking about it think about water instead.
I thought that the man was holding some pizza.
ok/10
The server is still up, right?
I mean, nobody is there and the "Thank you" part on the form hasn't been updated.
Is Gold going to be an one-time payment, or you will need to buy months like you do with Builders Club?
obviously that's oversimplified, but look for things like tha.
Fun fact: I still have several characters to do.
Also, the bot isn't slowing down, the one that is slowing down is the spelling checker from Visual Studio. That one that tells you if the code is right, I don't think it is called "spelling checker".
1) How can I make a variable that will be holded by a player? More like Lua's "player.whatever = 1", but on C#.
2) How do I access a specific player? For example, to get the variables of the player, or to get their coordinates, or to get their team. Or to set a team to them.
3) Related to the two above, is there any way I can make the bot register when two players are touching?
4) On Visual Studio, specifically the Community 2015 one, how can I make the code shorter? I've got a switch condition that is going to be extremely large, with more than 30 cases and calls a function several times, and using #region on all of them won't do it. And the worst part is that after that switch condition, there is going to be another switch condition, possibly more. It slows down the program when it happens to check for errors. What do I do here?
I guess these are all the questions I have right now.
I hope not, but I'm pretty sure we will have to redo the world.
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