This way I'd say it'd be easier at least for me to write long triggers instead of waiting to browse the param-list functions.
This is how I think it should work:
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var newVar = getTextSaid;
if(newVar == "-hello"){
printChar("A bot", 255, 255, 0, "Hello!");
playSound("achievement");
}
if(newVar == "-colorz"){
$players.#player*1.skin.color.body = "v";
$players.#player*1.skin.color.legs = "m";
$players.#player*1.skin.color.head = "a";
$sky.model = SKY_NIGHT;
$gamespeed = 10;
$respawnspeed = 0;
}
Based on PB2, this is what I'd think the lists of things would look like:
Operators
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Game variables start with $ and are things like game speed, respawn delay, gravity, zoom percentage, impact threshold, etc. Game variables also have game structs.
Some game structs and game variables I'd think would work
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Object variables are the object's ID. I'd suggest putting the IDs as part of large game structs
#player*1 may actually also be a movable name, so $players.#player*1 selects player, while $doors.#player*1 selects the movable. (although that just seems nonsensical)
Game object structs
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Functions examples
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Extra
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