Yes, they are, but isn't it much better to work on only one problem until it is solved, then go on to the next, instead of getting information overkill?
hmm. i need to agree with you but not entirely. you see my values system is all based on "set" event. for example imagine 100 shields types all called with "call function" event. and within that event the changes made by shields switching are made by "set var" event.
now imagine later when ill type all that engines, shields, weapons, reactors ect stats and ill find out that to have a buff/boost/bonus thing i must use something else then "set var" event. and now 2-3 days spent on rewriting all the "call functions".
its not like i want to do everything at once, its just i am a well planer aka i always try to met an dead end and be forced to go allll the way baaack.
thats why i want to know that before ill reach the "point of no return".
here, today i would propably use few extra variables to get the total value. like total value = valueReactor + valueBonus1 + valueUpgrade1 + valueAllYourBaseBelongToUs. but i would need to reserve a space for such variable. hmmm thinking of it... maybe ill just make that emergency variable after all? so when i change the TotalValue count so all the totalValue scatered around "Call Functions" be get auto-fixed.
[quote:1nsm11e8]It converts a string or a float to an integer by rounding down.
string = text and float = ?
but... oh man. this might be beyond my capabilities. thats sound like chinese to me. its like saying it converts Er'Zuhz or a De'ruhn to an Elhe'lion by rounding down (thats dwarfish btw).
dont get me wrong, i am not jumping at you. i just look down, with pity, at my lack of understanding asking myself that horrible question - em i really sure i want to make a game with so less near to nothing programing knowledge. at this point i cant see how i am supposed to finish my game without some 2nd dev helping me out constantly(that wasnt any kind of suggestion, just my growing depresion).
[quote:1nsm11e8]The formula I wrote down is designed to show the shield status 100% only, if EnergyCurrent matches exactly EnergyTotal. On the other hand it displays the 0% frame also up until a certain amount (when using 11 frames everything below 10%)
If you want to tweak its behavior, just replace 'int' by 'round' or 'ceil'. Ceil rounds up to the next integer, and round rounds to the nearest integer [=> round(1.49) = 1, round(1.5) = 2]
If you use 'ceil' instead of 'int', then the 0% frame is only shown, if EnergyCurrent is exactly 0, whereas the 100% frame will be shown for every value above 90%.
umm, so what? hold on. so okey umm and what if i want the opposite? i mean to have 0% be drawn when value is 0-9%? (+/-) or both? like 0% only when 0% and 100% only when 100%?
i am so sorry Tulamide, you must be feeling like talking to a rock
[quote:1nsm11e8]Just because I have a
lead over you in programming. Just keep on doing and you will solve such problems by yourself with ease. Promised.
there, fixed. and i am more interested "why" technicaly my doesnt work.
like - all the ranges are being set, are conditions are being met. but it still doesnt aint working.
100% = show frame 11 (100%)
90-99% show frame 10 (90%)
80-89% show frame 9 (80%)
and so on. i dont understand why the engine cant get it and is either stuck on 1st frame or the 11th totaly ignoring everything betwen. and i am asking also because - not always the % splits we'll be the same. imagine a situation when i would want/need 10% frame be drawn on 20%, 20% be drawn at 60% and 30% be drawn on 90%. thats 3 diffrent jumps and the splits arent equal. with my method (if it would be working that is) i can easly adjuct any range(s) how i please when with your (even if its working) i am stuck with equal pieces.
and well, in most case i am uncertain will it work or not. but in this case was was 100% sure this will work. the rain started falling, ive opened my umbrella but my head still gets wet. i want to know why. where are the holes in the umbrella and how can i fix them.
oh great, it apears i cant define Variable with a sum of variables. like variable 1 = variable a + variable b. at least not from variable manager. my only idea is to set a "always" event defining that var. shame the variable manager doesnt recognise expressions though.