playMaker

Author Topic: Bool All/None True  (Read 4447 times)

jess84

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Bool All/None True
« on: September 14, 2013, 09:53:54 AM »
(I browsed through the first few pages and didn't see this mentioned, but apologies if it was already mentioned)

On Bool All/None True tests, it would be useful to have an event available for False as well as the existing True, so that you can branch different outcomes more efficiently.

Lane

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Re: Bool All/None True
« Reply #1 on: September 14, 2013, 09:59:14 AM »
http://hutonggames.com/playmakerforum/index.php?topic=3733.msg17285#msg17285

There's no direct action, but you can create logic to accomplish the same thing.
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jeanfabre

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Re: Bool All/None True
« Reply #2 on: September 16, 2013, 02:05:38 AM »
Hi,

 Typically, if an action doesn't fire an event, then you rely on the "FINISH" transition, so in your case, have your action on that state, if the action validates the check, you fire the event, if not, you assume the "FINISH" event when the action did not validate the check.

Yes?

bye,

 Jean

derkoi

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Re: Bool All/None True
« Reply #3 on: October 10, 2013, 06:59:20 AM »
Hi,

 Typically, if an action doesn't fire an event, then you rely on the "FINISH" transition, so in your case, have your action on that state, if the action validates the check, you fire the event, if not, you assume the "FINISH" event when the action did not validate the check.

Yes?

bye,

 Jean

And what do you do if you want to wait for all to become false before firing the event?

Lane

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Re: Bool All/None True
« Reply #4 on: October 10, 2013, 08:03:10 AM »
Bool None True
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derkoi

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Re: Bool All/None True
« Reply #5 on: October 10, 2013, 08:07:38 AM »
lol never saw that there!  ::) :P

Lane

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Re: Bool All/None True
« Reply #6 on: October 10, 2013, 08:13:51 AM »
Yeah intuition makes you think "All False", but programically its None True.
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D