Expression Editor to check value help
johng747
Member Posts: 2
Thanks if anyone can help... In a nut shell... random(1,5)
if what ever rnd value is selected it goes to that rule
Example:
rule 1 would be if x1=10
rule 2 would be if x2=20
rule 3 would be if x3=40
rule 4 would be if x4=50
The CPU will RND select a number for example #1
Now I need x1 to check if its holds the higher value then the other x2,x3,x4 value
if x1 is not the higher value I need the CPU to know this and random select another # until
it is the higher value..
In the example above x4 holds the higher value but I need x1 to know that it is the lower value and to
choose x4..
Hope I explained this ok.. Any ideas? in the expression editor ive tried a few things like
attribue game.x1 > game.x2,x3,x4
then destroy and spawn another object
otherwise
destroy object and spawn this RND generator until its the higher value.
Thank
John
if what ever rnd value is selected it goes to that rule
Example:
rule 1 would be if x1=10
rule 2 would be if x2=20
rule 3 would be if x3=40
rule 4 would be if x4=50
The CPU will RND select a number for example #1
Now I need x1 to check if its holds the higher value then the other x2,x3,x4 value
if x1 is not the higher value I need the CPU to know this and random select another # until
it is the higher value..
In the example above x4 holds the higher value but I need x1 to know that it is the lower value and to
choose x4..
Hope I explained this ok.. Any ideas? in the expression editor ive tried a few things like
attribue game.x1 > game.x2,x3,x4
then destroy and spawn another object
otherwise
destroy object and spawn this RND generator until its the higher value.
Thank
John
Comments
game.random#1
game.random#2
game.random#3
game.random#4
where you are using the number or
Rule
-changeAttribute game.random# To: random(1,5)
then your
Rules when
game.random#1 is > game.random#2 (or whatever)
etc.
--do this
Otherwise:
--changeAttribute game.random#1 To: random(1,5)
===
I am not too clear on what you mean with the x1 things... multiply or number?
if the values are only needed with the Actor... I would put them in the Actor's Attribute pane.
MH