you know how costumes have numbers? well i think that scripts should have numbers too. I often have a situation where i set it to play a certain sound when the green flag is clicked and then stop a different script. There should be a block that says: stop script # (blank)
Another idea of mine is that there should be an "if" block that says:
If script # (blank) is active.
Also, you know how there is a next costume block?
<next costume>
well i think there should also be a <last costume> block
Last edited by dogbloos (2008-01-06 15:04:08)
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Do you mean "previous costume" or "switch to costume <number of costumes>"?
The first is easily done:
switch to costume <costume #> -1
The second is *not* easily done, as there is no sensor for number of costumes.
It might be a handy thing to have sometimes.
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dogbloos wrote:
you know how costumes have numbers? well i think that scripts should have numbers too. I often have a situation where i set it to play a certain sound when the green flag is clicked and then stop a different script. There should be a block that says: stop script # (blank)
there already is the <stop script> block
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dogbloos wrote:
If script # (blank) is active.
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funkymonkey wrote:
dogbloos wrote:
you know how costumes have numbers? well i think that scripts should have numbers too. I often have a situation where i set it to play a certain sound when the green flag is clicked and then stop a different script. There should be a block that says: stop script # (blank)
there already is the <stop script> block
yes but the <stop script> block only stops that one script that you put it on. what if i wanted to make a certain action to stop when another thing finishes. if that other thing was something like <wait(pick random 1 to 10)seconds> if this happened i wouldnt be able to tell when it would finish! do you get what im saying?
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funkymonkey wrote:
dogbloos wrote:
you know how costumes have numbers? well i think that scripts should have numbers too. I often have a situation where i set it to play a certain sound when the green flag is clicked and then stop a different script. There should be a block that says: stop script # (blank)
there already is the <stop script> block
ya, i know that. *rolls eyes*. im talking about one script activating another script to stop. its hard to describe.
Last edited by dogbloos (2009-07-13 21:20:20)
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beepbeep wrote:
The "forever if" block should be removed. It can be created by writing
Code:
forever if______
A lot of blocks can be created already. They just make life easier.
http://scratch.mit.edu/forums/viewtopic.php?id=13235
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