[Plugin] Nickname, [Behavior] Nickname

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Post » Tue Mar 10, 2015 3:59 am

I didn't have the latest version of the "Nickname" plugin. My wrong, sorry. It works fine now.
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Post » Mon Mar 23, 2015 1:44 pm

Hi rexrainbow,
nickname.png

assigning str(player.IID) to an instance variable works, but assigning to a nickname doesn't (it sets no value).
Any idea why ?
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Last edited by Coin-coin le Canapin on Mon Mar 23, 2015 2:33 pm, edited 1 time in total.
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Post » Mon Mar 23, 2015 1:56 pm

Coin-coin le Canapin wrote:Hi rexrainbow,
nickname.png

assigning str(player.IID) to an instance variable works, but assigning to a nickname doesn't (it puts no value).
Any idea why ?

It would assign a nickname to a family type skin. Do you want to assign nickname to each object type in this family?
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Post » Mon Mar 23, 2015 3:15 pm

Oh, right. I didn't think about that. I thought the "skin" used on this action was the skin selected from the condition, not the entire family.
Thank you for your reply. :)

edit : that's weid but my picture doesn't show up anymore. I just want to be sure you saw it before writing your reply :)
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Post » Mon Mar 23, 2015 4:00 pm

@Coin-coin le Canapin

Yes, I had saw that.
This plugin aims to use an input string to create an instance. So it might be rare to assign nickname impliedly.
If user still want to assign nickname impliedly, it could be done by using nickname behavior with "Mode" property sets to "SID".
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Post » Mon Mar 23, 2015 4:50 pm

Thank you for the explanations. :)
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Post » Mon May 11, 2015 2:49 pm

Testing this plugin atm and I don't seem to understand why my method isn't working as it's supposed to. I want an array to be filled with 2 different nicknames. After that, I want to create sprites with the nicknames in the array. Both Sprites have the Nickname Behaviour and the mode is SID. Any help is appreciated. Thank you

Image

Edit: I had to assign nicknames first to make it work. But why? I thought the SID mode takes this job so I dont have to do it manually?
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Post » Mon May 11, 2015 3:14 pm

@Fireche

SID would be assigned automatically, see this sample capx.
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Post » Sun Aug 23, 2015 10:01 pm

@rexrainbow
is there a way to make a action reference another object via nickname

like..
Code: Select all
on create of object family
{
    if object is Asteroid Large
    {
         Nickname = Asteroid Large
         Sub Nickname = Asteroid Medium
    }
    if object is Asteroid Medium
    {
         Nickname = Asteroid Medium
         Sub Nickname = Asteroid Small
    }
    if object is Asteroid Small
    {
         Nickname = Asteroid Small
         Sub Nickname = Asteroid Null
    }
}

and then on collision
if Asteroid Family Collides with bullet
{
     Repeat 2 times With Nickname
     {
             Create SubNickName
             SubNickName.Angle = NickName.Angle
             Nickname.Angle = Nickname.angle - 90
     }
     Then
     {
         With NickName Destroy
     }
}


Edit: also sorry for the bump
Edit2: ingore this post I realised I just need to ask how to use an array
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Post » Mon Oct 26, 2015 12:31 am

@rexrainbow
ok Is there a way to address a object name(not nickname) by a string
and address its events, actions, and expressions with that string?

If not could you add that feature?
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