nXIII wrote:
randalpik wrote:
randalpik wrote:
Where is the code for the "set variable to" and "change variable by" blocks? Because I am working with variable manipulation while a script is running, I need to find them in order to change them to a string box from the drop-down list.
Never mind... I think I have it now
Oh, because we wouldn't know where you got THAT idea from....
no, just because panther has it, doesnt mean everyone took it from there. i had loads of ideas before panther:
- the 'key pressed' reporter (i was in italy when i made that one)
- the 'switch costume to camera' block
- the date/time block
- the change variables and lists to string inserters
- the constant value in operators (even though mine has a string inserter, not menu)
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TheGameMaster1231 wrote:
And nXIII, I'm not accepting your big 'talk' about stealing the blocks from panther, because panther's file I/O, clone/delete, and all the other blocks that are hacked command blocks DO NOT work for me. so I'm not accepting it.
That comment makes no sense.
Clone/delete do work, I/O works, we have one set up to inform us when someone downloads. hacked command blocks? Nothings been hacked, we're created new blocks. The recived? block requires the hat block to check if its been recived (as the name suggests) Are you perhaps using a mac? If so then that might be why.
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TheGameMaster1231 wrote:
Can Anybody Get The Clone Block That Works In Presentation Mode? I Already Have The Delete Block Work, But Not The Clone. Please Help!
And nXIII, I'm Not Accepting Your Big 'Talk' About Stealing The Blocks From Panther, Because Panther's File I/O, Clone/Delete, And All The Other Blocks That Are Hacked Command Blocks DO NOT Work For Me. So I'm Not Accepting It.
Um.... wait what are hacked command blocks?
EDIT: Oh, yea, MP56 already said this, but BTW that makes absolutely no sense... please explain.
LS97 wrote:
nXIII wrote:
randalpik wrote:
Never mind... I think I have it now
Oh, because we wouldn't know where you got THAT idea from....
no, just because panther has it, doesnt mean everyone took it from there. i had loads of ideas before panther:
- the 'key pressed' reporter (i was in italy when i made that one)
- the 'switch costume to camera' block
- the date/time block
- the change variables and lists to string inserters
- the constant value in operators (even though mine has a string inserter, not menu)
- key pressed wasn't my idea... I just implemented it in shadow_7283's thread about that block. I guess great minds think alike!
- Wait, the one with or without the dialog? 'Cause I'm pretty sure that no one made the one without the dialog before me ... trust me, it's pretty hard.
- Er, that was actually billyedward's. That's why it says special thanks to billyedward in the help.
- Yes, but not ones with MENUS! (and I had that idea a REALLY long time ago, back when MathWizz and I had identical ideas at the same time...)
- Er, again I didn't see yours, just made this one by myself.
Lastly, for the people who actually hack Panther and care about it, (wow, that really trims down the numbers) I completely redid the arguments in the blockSpecs ... please don't tell me THAT was your idea.
Last edited by nXIII (2010-05-18 14:25:52)
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one prob with something. how do you get a cheque box? like next to the block(like variable) thanks
Last edited by dav09 (2010-05-18 14:45:55)
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Sperry wrote:
Jakey22 wrote:
Sperry wrote:
I think it is:Code:
if: t1 contains: t2 ^ (t1 findString: t2)Does that work?
I tried it and it didn't work, although I might have written the block-specs wrong. also, it is supposed to be a boolean.
Sorry, that didnt work. Try this:
Code:
if: t1 contains: t2 ((t1 findString: t2) > 0) ifTrue: [^ true] ^ falseCode:
('%s contains %s' #b #if:contains:)That better?
I get the "Nothing more expected" error just before the ^ false
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nXIII wrote:
A little note to people:
(someCondition) ifTrue: [^ true].
^ false.is a much-too-long way of this:
^ someCondition
We know. At least the smart people here do.
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randalpik wrote:
nXIII wrote:
A little note to people:
(someCondition) ifTrue: [^ true].
^ false.is a much-too-long way of this:
^ someCondition
We know. At least the smart people here do.
You still never told me how my message received block works.
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dav09 wrote:
one prob with something. how do you get a cheque box? like next to the block(like variable) thanks
its "check" and it should be there automatically
Last edited by Joeman592 (2010-05-18 23:54:03)
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Jakey22 wrote:
Sperry wrote:
Jakey22 wrote:
I tried it and it didn't work, although I might have written the block-specs wrong. also, it is supposed to be a boolean.
Sorry, that didnt work. Try this:
Code:
if: t1 contains: t2 ((t1 findString: t2) > 0) ifTrue: [^ true] ^ falseCode:
('%s contains %s' #b #if:contains:)That better?
I get the "Nothing more expected" error just before the ^ false
Sorry, put a period ( . ) just after the [^ true] like this: [^ true].
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Sperry wrote:
Jakey22 wrote:
Sperry wrote:
Sorry, that didnt work. Try this:Code:
if: t1 contains: t2 ((t1 findString: t2) > 0) ifTrue: [^ true] ^ falseCode:
('%s contains %s' #b #if:contains:)That better?
I get the "Nothing more expected" error just before the ^ false
Sorry, put a period ( . ) just after the [^ true] like this: [^ true].
IT WORKS!!!!!!!!!!!!! YES!!!!!!!!!
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nXIII wrote:
- key pressed wasn't my idea... I just implemented it in shadow_7283's thread about that block. I guess great minds think alike!
- Wait, the one with or without the dialog? 'Cause I'm pretty sure that no one made the one without the dialog before me ... trust me, it's pretty hard.
- Er, that was actually billyedward's. That's why it says special thanks to billyedward in the help.
- Yes, but not ones with MENUS! (and I had that idea a REALLY long time ago, back when MathWizz and I had identical ideas at the same time...)
- Er, again I didn't see yours, just made this one by myself.
Lastly, for the people who actually hack Panther and care about it, (wow, that really trims down the numbers) I completely redid the arguments in the blockSpecs ... please don't tell me THAT was your idea.
ok, it's true that my blocks aren't as advanced as yours.
the camera block had the dialog.
and yes i started out with billy's but it only had the date so i added all the other ones.
and for the variable string inserters mine didnt have menus but it's not my point, i'm saying about the idea.
finally, you're right that you couldn't possibly have seen my constants because i didnt put them up on the forums.
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And to finish the arguement, nXIII and LS97 are both good Smalltalk programmers. You have good ideas. The end.
Last edited by markyparky56 (2010-05-19 14:11:07)
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markyparky56 wrote:
And to finish the arguement, nXIII and JS97 are both good Smalltalk programmers. You have good ideas. The end.
lol nice attempt at ending it but you spelt my name wrong. now i can start a new argument :p
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LS97 wrote:
markyparky56 wrote:
And to finish the arguement, nXIII and LS97 are both good Smalltalk programmers. You have good ideas. The end.
lol nice attempt at ending it but you spelt my name wrong. now i can start a new argument :p
NOOOOOOOOOOO!!!!!! Woops... le me change that...
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markyparky56 wrote:
NOOOOOOOOOOO!!!!!! Woops... le me change that...
lol
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comp500 wrote:
what's the duplicate sprite code?
Predefined.
All you have to do (unless you do it the nXIII way that no one understands but him) is type in the block spec
('clone' #- #duplicateNoAttach)
but if you are using the source code:
('clone' - duplicateNoAttach)
I think that works.
Last edited by henley (2010-05-20 07:52:24)
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henley wrote:
comp500 wrote:
what's the duplicate sprite code?
Predefined.
All you have to do (unless you do it the nXIII way that no one understands but him) is type in the block specCode:
('clone' #- #duplicateNoAttach)but if you are using the source code:
Code:
('clone' - duplicateNoAttach)I think that works.
Thanks. It works!
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Joeman592 wrote:
pyrodon wrote:
Hi LS97. I'm not sure how to use the <sprite _ touching sprite> block that you made. Could you please tell me where to put all the code? I tried in many places and I still get errors.
Also, does anyone know the codes for the following and where to put them?
If touching sprite_, bounce
flip
(report name of sprite)
clone
delete me
Thanks in advance!delete me is ('delete me' #- #deleteMe)
Code:
deleteMe self deletep.s. made code myself!
report sprite name is ('sprite name #r #spriteName)Code:
spriteName ^ self objName
Sprite name doesn't work.
It returns an error.
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comp500 wrote:
Code:
spriteName ^ self objNameSprite name doesn't work.
It returns an error.
That's because it should be
spriteName ^objName
You just don't put the "self" in the code. And also the "^" would appear as an arrow pointing up, and that is what it should be.
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are we sure it's not the missing dot after 'spriteName' ?
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LS97 wrote:
are we sure it's not the missing dot after 'spriteName' ?
Really? I hacked the Scratch we use at my school when the teacher was not looking (lol) and created that block with the code I showed comp500. And it worked.
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henley wrote:
comp500 wrote:
Code:
spriteName ^ self objNameSprite name doesn't work.
It returns an error.That's because it should be
Code:
spriteName ^objNameYou just don't put the "self" in the code. And also the "^" would appear as an arrow pointing up, and that is what it should be.
It's actually with the spec. It returns an error when i type it in and press accept.
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