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| 01 Sep 2011 07:52 AM |
It seems that scripting with wiring uses two objects which are called customeventreciever and customevent
We can edit customevents like so
game.Workspace.part.CustomEvent1:SetValue(1.0) This will make it output current game.Workspace.part.CustomEvent1:SetValue(0) will stop it from outputting current
As for CustomEventRecievers:
script.Parent.Fire.SourceValueChanged:connect(function(val) if val == 0 then return end -- insert stuff you want component to do here end end)
This seems to be the way to work with CustomEventRecievers (script.Parent.Fire is a CustomEventReciever)
So, there we go.
I haven't figured out how to wire without using the tool yet, though. I'll post when I do, I just don't have time to read through the long script right now.
Hopefully this was helpful, I'm pretty sure this is all accurate, you might want to test it on gametest before you start making some components. |
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| 01 Sep 2011 07:53 AM |
| We don't really need to know this, post in SH. |
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ENET
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| Joined: 01 Jan 2010 |
| Total Posts: 4820 |
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| 01 Sep 2011 09:46 AM |
@ENET
The wiring API they are testing on gametest. |
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sckum555
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| Joined: 20 Aug 2008 |
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| 01 Sep 2011 10:42 AM |
| Roblox just updated for me, is that wiring then? |
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| 01 Sep 2011 10:51 AM |
@Sckum
Probably not. They are still testing it, you'll know when it's out because there will be two new objects called "CustomEvent" and "CustomEventReciever" |
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ENET
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| Joined: 01 Jan 2010 |
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| 01 Sep 2011 11:02 AM |
| Is roblox trying to make a game that will be more popular than all others? It seems unfair that anytime they want something for their game they code something for it... When they going to pull in some stuff that is more useful for us? |
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| 01 Sep 2011 11:08 AM |
People do want this.
It's not so useful for scripters, but we can make some components.
A lot of builders wanted this to help make their games more interactive |
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| 01 Sep 2011 11:12 AM |
| CustomEvent and CustomEventReciever aren't all that new... |
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| 01 Sep 2011 11:53 AM |
| They aren't even out yet, that's pretty new.. |
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doepey590
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| 01 Sep 2011 11:58 AM |
| Yes but they have existed in the object browser for quite some time. |
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pb23
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| 01 Sep 2011 12:13 PM |
| Ummm Wiring is here you know right? |
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| 01 Sep 2011 12:17 PM |
> Ummm Wiring is here you know right?
Yes, of course we know that... -_- |
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| 01 Sep 2011 12:37 PM |
Umm, you know that I made a thread on how to use CustomEvents, right?
Wiring doesn't have anything to do with CustomEvents, roblox just uses it to show events. |
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| 01 Sep 2011 12:38 PM |
"Wiring doesn't have anything to do with CustomEvents"
... |
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| 01 Sep 2011 12:39 PM |
| It doesn't, it's just used to make the whole thing look pretty to non-scripters. |
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| 01 Sep 2011 12:40 PM |
| You ummm... you haven't really seen wiring in action, have you... |
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| 01 Sep 2011 12:42 PM |
| I personally looked at the wiring tool, AND made my own CustomEvent/Reciever system without wiring. Go try to [ Content Deleted ] with me, blocco. |
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| 01 Sep 2011 12:43 PM |
Don't try to*
Serious statements from me == fail. |
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| 01 Sep 2011 12:43 PM |
Your censorship of profanity is quite unwise.
I am going to [ Content Deleted ] with you because I am correct. I cannot believe you haven't looked at a single wirable model. |
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| 01 Sep 2011 12:46 PM |
bloccoReboot, you're looking like an idiot.
Put a CustomEvent in one part, Put a CustomEventReceiver in another.
Connect the receiver to the event.
Call the Raise method on the CustomEvent.
The receiver fires. |
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| 01 Sep 2011 12:47 PM |
Alright, I know you're outdated. It's 'SetValue' not 'Raise'.
And that's how Wiring works.
I'm not looking like an idiot. Your fatuousness has driven you to the point where you cannot tell when it is you or the other person that is the idiot. |
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| 01 Sep 2011 12:52 PM |
SetValue or Raise, it's still the same thing in the end.
Wires still have nothing to do with events. |
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| 01 Sep 2011 12:55 PM |
| In this particular context we are talking about connecting two or more previously coded models to create an interactive machine, wherein a "machine" is described as any model or group of models that use input (whether it be user-controlled or not) to cause another action to occur. |
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| 01 Sep 2011 12:57 PM |
Once again: It isn't part of the event system, it's just used to make the whole thing look pretty to non-scripters. |
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