Making blocks with "or" conditional

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  • I can get construct to make conditions like this:

    "if (x = 1 or y = 2 or z = 3) do things"

    But I want:

    if((x = 1 and y = 2) or (z = 3)) do things"

    Is it possible on C2 in a way that I don't have to make messy shenanigans?

  • I misread. What exactly are you hoping to do? I feel like I'm missing it.

  • Logically, your two lines are identical. There is no difference.

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  • I meant:

    "if((x = 1 AND y = 2) or (z = 3)) do things"

    on the second line, sorry (will edit post)

  • You can use & and | operators to make this condition:

    System-> Compare two values -> ((x = 1 & y = 2) | (z = 3)) equals 1

    Of course if you need to compare things like "is overlapping" or "is mirrored", you can't use them in the formula.

    In this case you might need to add a local boolean variable and do something like this:

    Sprite1 overlapping A

    (and) Sprite2 overalpping B -> Set tempBoolean to 1

    tempBoolean=1

    OR Sprite3 overlapping C -> do things

  • Hey man, thanks for the response!

    You can use & and | operators to make this condition:

    System-> Compare two values -> ((x = 1 & y = 2) | (z = 3)) equals 1

    I had already tried the "compare two values" method, but since I'm working with a "Gamepad" condition who doesn't have a expression for it, it just doesn't work.

    [quote:3mx2xbof]Of course if you need to compare things like "is overlapping" or "is mirrored", you can't use them in the formula.

    In this case you might need to add a local boolean variable and do something like this:

    Sprite1 overlapping A

    (and) Sprite2 overalpping B -> Set tempBoolean to 1

    tempBoolean=1

    OR Sprite3 overlapping C -> do things

    I'm actually already doing that. But this method feels kinda wrong... Something so simple to implement on any script language it's a shame that we don't have a better option do deal with this situation.

    Thanks again!

  • Gamepad object has a few expressions, you can use them to check gamepad buttons and axes state in System-Compare values event.

    Gamepad.Button(Gamepad, Index)

    Gamepad.LastButton(Gamepad)

    Gamepad.Axis(Gamepad, Index)

    etc.

  • Damn you're right. I tried to check some expressions with "auto complete" help of construct, but nothing showed up. Just saw the documentation of the Gamepad object and it really have what I need... I feel dumb now, hahaha.

    Thanks man, that really helped!

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