Other than Patrol, how to make repeating series of actions
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@Aidan-Oxley
The following "code" is supposed to flash a sign on and off a few times.
Why does this work fine the first time, and every subsequent time it only flashes once?
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@Deeeds I chose the Box Container because I have no idea how exactly a Value behaviour works and have never had the need for it (so I’ve never played with it to see how it works).
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@Deeeds Reading what the Value behaviour does, it seems you have to activate it (using the Receive Message) otherwise it will never update its value. If that’s true, I’d think you would get stuck in a never ending cycle, but that’s not what’s happening. I think you should just use a box container like what I had in the screenshot.
EDIT: I’m assuming Set Input Field60 is setting Value to Add Values33, and Set Input Field62 is setting Value9 to 0, right? And 0 is the Value9 default value.
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@Aidan-Oxley said in Other than Patrol, how to make repeating series of actions:
EDIT: I’m assuming Set Input Field60 is setting Value to Add Values33, and Set Input Field62 is setting Value9 to 0, right? And 0 is the Value9 default value.
Yes, exactly. Sorry. I should have clarified this in the post.
I agree with your assumptions on its "behaviour" as its described, too. Which is why I think this should work... the Receive message should be activating it, with its new value of 0, since it's happily become its other updated values, despite never being called again in the loop (or activated) other than to be updated.
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@Deeeds I just recreated what you said in a test project, and it worked. My random object flashed/cycled 5 times before stopping, then when I activated it again it worked completely normal. Are you 100% sure that Set Input Field62 is setting Value9 to zero and nothing else? That none of those behaviours in the cycle are being turned off? I’m also guessing you’re not willing to send me the project so I can see exactly what’s going wrong?
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@Aidan-Oxley How about, for once, you do this: Assume I'm doing as I say I'm doing it. Assume what I'm seeing is real.
JUST ONCE!!!
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@Aidan-Oxley I wouldn't be posting this unless two things:
- I think this should work
- It's peculiar that it doesn't work
- I've checked everything a few different ways
I played with this in many different ways because I believed it should work.
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@Deeeds why don’t you just send it? He’s been on here longer than you or me.
He might find something you missed.That’s three things, not two LOL
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@iTap-Development It's in a massive project I'm not sending.
LOOK AT HOW SIMPLE IT IS!
IT DOESN'T WORK!!!
WHY DOESN'T HE UPLOAD WHAT HE DID?
AND WHY DON'T YOU STAY OUT OF THIS!!!
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@iTap-Development IT'S FOUR!!!
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@Deeeds Ok, well I have no idea what’s going wrong, since it worked fine when I recreated it. That’s the only reason I’m assuming you might have done something different now. Maybe you should just try to use a box container instead.
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@Deeeds I understand that though, if it’s a massive project that’ll take ages to upload. Why don’t I sent my project? I do send my project: http://bit.ly/2zwUQC7
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@Aidan-Oxley I'm trying to understand what a Value Behaviour actually is. That's why!!!
This isn't about the problem, it's about the conceptual understanding, and then proving that, and then finding that it doesn't work.
Does yours, the second times it's called, flash 5 times?
Or does it only flash once? Because that's what I'm seeing. The second time through, only once.
I've tried both ways of creating SetInputField62 (once as a duplicate, once directly from Value9) and neither of them seem to be setting Value9 to zero.
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@Deeeds I have it set to when I touch it, rather than a broadcast message, which should not make a difference. Every time I touch my random object, it cycles/flashes 5 times, then stops.
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@Deeeds One thing that does mess it up is activating the cycle again before it’s finished. This also isn’t happening in your project?
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@Aidan-Oxley I've just looked at your project.
Other than the lack of a final set colour, and using a touch instead of messaging, we're exactly the same.
Which isn't comforting. Because it means there's no explanation for mine not working right. It does restart on getting that Start message... but just not in the right way... only going through once. I'm baffled.
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@Deeeds That’s exactly why I was assuming maybe you have something wrong somewhere, and why I wanted the project, but as you said it’s a big project and will take forever to upload. It’s supposed to cycle 5 times right?
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@Aidan-Oxley There's nothing else interrupting or otherwise engaging this object, or this message. It's a new type of object in the game (a flashing start and finish line) and the Start Message is fired for the timing mechanisms, so is both well placed and firing singularly, as required. The timing mechanism works like a charm. Except for that floating point rounding bug... which I used a string culling to get around.
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@Deeeds The Value9 also isn’t taking any values at all from receive message right? That’s the last thing I can think of. If not, then I can’t help any more without having you wait ages for your project to upload. All I can do is suggest you just use box containers instead.
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@Aidan-Oxley It's supposed to flash 0, 1, 2, 3, 4 times... and then set the Value9 to 0
But that's not the important part... it's the fact that Value9 isn't (seemingly) getting set to 0.
At this point, when I made this little test case (trying to find out what Value types are) I thought..."this should work, and prove to me that they're self contained (encapsulated) copies of their original, and unique to their object. These are inside spawned objects. The start line is made up of 5 tiles of a single graphic. Each one of these has this code inside of it.
What this shows me is that Value Behaviours are not Value Types in the way that we think about them in strict languages, where they'd be unique copies of the original value with their own storage location in memory.
This is a global of some "type".