sel

Overview

This block allows you to add to or subtract from an initial value, then fires events based on how the resulting value compares to the values of the outputs. For example, if you need to find out when the player has 4 medkits in their inventory, you could add +1 to the counter each time the player picks up a medkit and subtract -1 each time the player uses a medkit, and when the counter reaches 4, it will fire a == 4 event.

Inputs


touchCheck the current value of the counter.
+Add 1 to the counter.
-Subtract 1 from the counter.
resetReset the counter to the Initial Value.

Outputs

? < 0Fires an event when the counter is less than zero.
? >= QntFires an event when the counter is more than or equals to Output Quantity.
? == 0, ? == 1, ... , ? == 29
  • Fires an event when counter equals 0, 1, ... 29.
  • You can set the amount of outputs in the Output Quantity property.

Refs

  • N/A

Properties

Auto TouchFires an event when + or - input is triggered. When the reset input is triggered, there will be no event.
Initial ValueValue that your counter will begin with.
Output Quantity

The number of outputs. Every output corresponds to the value of the counter.

For example, with Output Quantity = 16 a total of 16 different outputs will be generated,and you will therefore be able to fire 16 different events.

Usage examples

The ref "enemy" will play a motion after getting hit once. After the second hit, the enemy will die. 

Shortcuts

C+LMB

See also


On this page:


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