and script numbers. like if sprite ? clciked < script 4
broadcast shoot
swithc to costume 9
swithc to costume 8
so on in a repeat,
And if that one keeps going, in the middle of annother sprites script,
if I recive "yes im using that recive sense block
stop script no. 4
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yes, but which is more important? script #'s, a recieve sensing block, or changing variable types
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why not have them all in the next downloadable scratch? i think changing variables is the least important, then a tie with receive and script numbers.
Last edited by Heybrian (2008-01-14 20:26:31)
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Oh yeah does anyone know when the next downbloadable scratch is?
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PS: By sensing i mean the diamond light blue one.
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Heybrian wrote:
why not have them all in the next downloadable scratch? i think changing variables is the least important, then a tie with receive and script numbers.
i think changing variables is good too. but yeah, whoever makes scratch should look at this topic to add these to the next scratch
Last edited by funkymonkey (2008-02-03 09:19:55)
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i think someone should move this to the Suggustions forum
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I would have thought a "wait until I recieve" block was superfluous - surely you just stop the stack where you would put such a block, and start a new stack underneath begining with "when I recieve..."
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sometimes its easier if you have an "i recieve" sensing block though
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Mayhem, you are thinking only of straight-line code. If you want the "wait until I receive" block inside a loop, it would be hard to emulate by just breaking up the code into separate scripts.
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Variables work too. I used that in my black mesa ad. i did:
<when green flag clicked>
<hide>
<when green flag clicked>
<wait until><( <{alien }> <=>4)>
<show>
While another script...
<when green flag clicked>
do balhblahblah
<set{alien }to(4)
instead of broadcast alien four.
You can see my black mesa ad.
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By the way did this get moved? I dont remember starting this thread in the suggestive forums.
<if>moved
<say[ OH! ]>
<else>
<say[ so why is it here???? O.O ]>
<end>
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kevin_karplus wrote:
Mayhem, you are thinking only of straight-line code. If you want the "wait until I receive" block inside a loop, it would be hard to emulate by just breaking up the code into separate scripts.
Not really - just have to have a broadcast at the end of the loop that is connected to a Recieve at the start of the loop.
IE
When I recieve STARTLOOP
(do something)
Stop
When I recieve OTHERBROADCAST
(do something)
Broadcast STARTLOOP
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Mayhem wrote:
kevin_karplus wrote:
Mayhem, you are thinking only of straight-line code. If you want the "wait until I receive" block inside a loop, it would be hard to emulate by just breaking up the code into separate scripts.
Not really - just have to have a broadcast at the end of the loop that is connected to a Recieve at the start of the loop.
IE
When I recieve STARTLOOP
(do something)
Stop
When I recieve OTHERBROADCAST
(do something)
Broadcast STARTLOOP
That would cause separate scripts though.
<when I receive[ blah ]>
<move( 10 )steps>
<stop script>
and look! what would hapen if we had script numbers!lets say you wanna stop the script while its still halfway! you do this: (this is only an example with script numbers.) when i recive otherbroadcast
stop script number 1 (the ten steps one
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Heybrian wrote:
Variables work too. I used that in my black mesa ad. i did:
<when green flag clicked>
<hide>
<when green flag clicked>
<wait until><( <{alien }> <=>4)>
<show>
While another script...
<when green flag clicked>
do balhblahblah
<set{alien }to(4)
instead of broadcast alien four.
You can see my black mesa ad.
then what exactly is the recieve sensing block for?
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you dont really have to quote on such a big post. just right "heybrian: then whats a recive sensing for?"
well sometimes,its like this: you made a non global one. you forget. yuoyu have to do it all again.i did that with my scratch cat adventures too.
You cant use variables in every brick. But the thing is, beginners dont even use variables. scratch would be so much easeir for begginers if we had this block.
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