Other than Patrol, how to make repeating series of actions
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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".
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@Aidan-Oxley For the (what... 10th time?) this isn't about the problem. I know of other ways to solve the problem.
THIS IS ABOUT UNDERSTANDING VALUE BEHAVIOURS !!!!!!!!!!!!!!!!!!!!!!!!
PLEASE UNDERSTAND THAT!!!
Nobody has been able to (seemingly) explain what a Value Behaviour actually is: not in programming terms, not in computer science terms, not in hyperPad terms.
And the documentation is so thin, so scarce and bare as to be an afterthought, or less.
And, you yourself, have admitted that you do not know what these are.
This is the only thing in hyperPad I can recall stumping you.
What is a Value Behaviour?
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What is a Value Behaviour?
Please, not in the words akin to the "documentation".
Try to describe them as though talking to a child.
Then try to describe them as though talking in computer science terms.
Then try to describe them in terms of their capacities and ideals within hyperPad.
Given how much time you two spend thinking about hyperPad additions and alterations, I hardly think Value Behaviour is an afterthought or haphazard.
Please, sirs, what IS it?
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@Deeeds All I know about the Value behaviour is that it does the same thing as a Box Container, stores some text, except it does a few other things that I’m not sure about. Hopefully Murtaza or Hamed will help you (and me) understand exactly what they do.
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Box containers can get data from multiple sources.
Eg. You can have Add value, multiply, and subtract behaviours all send their result to a single box container.And depending on your behaviour logic, the box container will store the last thing that updated it.
A value behaviour can only have one source at a time, and it will replace the source with your new one.
Eg.
If you have Add values, and output the sum to a VALUE behaviour.
Then later try to output the product of a multiply behaviour to the same value behaviour, it will replace the add value, and any logic dependant on that will no longer work.
Additionally, the value behaviour is an event and it will trigger a child behaviour once it is executed. (The event is only triggered with parent, and WILL NOT be executed if the value is updated).In reality, the value behaviour is a weird bandaid fix that was required in a rare situation that I don't remember now.
For most cases a box container is what you want and will act like a regular variable. -
@Murtaza said in Other than Patrol, how to make repeating series of actions:
Box containers can get data from multiple sources.
Eg. You can have Add value, multiply, and subtract behaviours all send their result to a single box container.
And depending on your behaviour logic, the box container will store the last thing that updated it.
A value behaviour can only have one source at a time, and it will replace the source with your new one.
Eg.
If you have Add values, and output the sum to a VALUE behaviour.
Then later try to output the product of a multiply behaviour to the same value behaviour, it will replace the add value, and any logic dependant on that will no longer work.
Additionally, the value behaviour is an event and it will trigger a child behaviour once it is executed. (The event is only triggered with parent, and WILL NOT be executed if the value is updated).
In reality, the value behaviour is a weird bandaid fix that was required in a rare situation that I don't remember now.
For most cases a box container is what you want and will act like a regular variable.How is this:
Eg. You can have Add value, multiply, and subtract behaviours all send their result to a single box container.
And depending on your behaviour logic, the box container will store the last thing that updated it.
Different from this?
If you have Add values, and output the sum to a VALUE behaviour.
Then later try to output the product of a multiply behaviour to the same value behaviour, it will replace the add value, and any logic dependant on that will no longer work.
Neither of them now have the same original value, they are both updated to the latest result. Neither of them provide access to their prior value.
They're operationally the same, from this description, as far as I can tell.
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Additionally, the value behaviour is an event and it will trigger a child behaviour once it is executed. (The event is only triggered with parent, and WILL NOT be executed if the value is updated).
This seems like an opportunity missed.