Ok. I have been thinking for a bit, and it feels like there’s a bunch of concepts that only I use in guides. I might be wrong, but here they are:
These are the building blocks of all my advanced guides. Player IDs allow for the player to choose another player to interact with (without meeting face to face in the game). Here is the guide on that:
I’ve used player ID’s in 2 of my guides, and I think it is now time to make a guide on it.
Player ID’s are a way to numerically identify players. I have 2 types: iterative and unique. Iterative ones are a bit more “expensive” in that they use slightly more memory. This uses the order that the players joined to use player ID’s. It needs a closed spawn area to work properly. Iterative player ID’s can be used to go scroll or iterate through the entire server to see who to act on. However,…
This guide will teach you how to use player IDs. You will need to first build the voting menu, finding the next player’s name, and resetting player ids parts of this guide:
The concept that this uses is to use player ids to iterate through the server. Since we don’t want other people interfering with our popup, it uses a few bypass properties:
Receiving for new player
Is somebody using
The first one checks if the person wants to change their current player. The second one …
These are used outside my guides (and never used in my guides), but I just have a feeling they should be in here. These can help you cut down on properties and also help you with other things, like @ClicClac’s gimkart.
Here’s a few guides on those:
Properties are amazing! Literally no advanced guide that I have made does not use it! However, they have limits. This guide will teach you how to breach the limit.
@mysz, @Blackhole927, and @ClicClac for helping discover this.
There are 3 ways to change properties. One is blocks, which doesn’t matter. One is an inventory item manager (IIMs), and the other is a counter. What happens when we connect multiple IIMs to a single property? We get pseudo-properties. If we hav…
A new version has just come out! This activates and deactivates triggers to construct binary numbers. An active trigger represents the digit 1, and an unactive trigger represents a zero. Since counters are VERY hard to SET to a specific number, and items can be dropped, I am proud to say that we now have the first ever property level pseudo property!
Time for some pseudo property theory! Pseudo property theory states that we will encode data not in a property, but somewhere else, like a counter…
The prefix ‘Pseudo’ means fake. Whether it’s pseudo -properties or pseudo -teams, it’s really just trying to be something it’s not. Now, computers are associated with a lot of ‘pseudos’ (Pseudorandom, etc.) and will frequently let them fly undetected under the radar! Exploiting this inherent ‘flaw’ we can trick the computer into thinking something is what it is not, even in Gimkit Creative by using items, people, and places to assign classes, values, and properties.
No one is editing.
This is probably the most used of my concepts, but I can’t get a good bearing on it because there haven’t been any very advanced guides recently that I know of that has used this. Well, here it is. We can think as the global scope being the sum of all the player scopes, so if there are 2 players, then Jim’s and Bob’s scopes combined are the global scopes. Look at the guide for more details:
I’ve already made a guide on scope. So why am I doing this? Well, its to share some ways of thinking about scope that aren’t included in the original guides.
Here’s my guide:
Here is the main concept: global scope can be thought of as all the player scopes added together. This is called the concept of scope stream. So, a global scope channel is broadcasting at player scope for ALL PLAYERS. Another concept: When you include conditionals and player or scoped properties, you split the scope stre…
Wow! You might want to add the
tag to it. concept
I might force myself to start using some of these…
Update: bug fixing sucks. Join order and host priority combined with confusing scope makes for a nightmare.