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#editor

adrientd
I think the most important is that the explanation should be simple enough to understand
adrientd
If there's nothing better to explain events than using detectors, then why not.
adrientd
But there are also other options, such as hooks etc. even though there you would to handle shit like duplicating hooks etc.
pegperegogaucho
Not sure what I would say about hooks
pegperegogaucho
I would keep those separate, of course they have event nodes but it can be assumed that the reader already read the events page before moving on to hooks 🪝
adrientd
Can always reference, yeah.
pegperegogaucho
Have you taken a glance at my description of the MsgAction yet? Is it understandable?
adrientd
I saw it, just did a quick read.
pegperegogaucho
I created a page about the events and detectors in XXL1 but without an example of creation for now
adrientd
I think the page you wrote about the events is quite good. For programmers it can be understood, for newbies that has to be seen, as the page does go into some detail.
adrientd
One suggestion would be to change "Events contain a list of messages" to "Event sequences..." and mark it bold, to define the term **Event sequence** which will be important afterwards.
pegperegogaucho
Yeah, to be honest it is very difficult to explain events and detectors in an easy-to-understand way while also being factually correct
pegperegogaucho
especially things like the bitmask are not easy to wrap your head around
adrientd
Yes, understandable, it's like teaching programming in general to people who don't know programming at all.
adrientd
But I think at least that page explains pretty much the principle behind the event system in XXL1.
adrientd
Another suggestion, since you explained that Simultaneous sequences clear the bits every frame, you can also say that And sequences clear the bits once it is executed.
pegperegogaucho
Ah yeah, that is true as well
pegperegogaucho
I also didn't mention the special behaviour when the event nodes of lights point to AND sequences, the bits are set whenever the level is loaded. For example in rome you can press buttons which activate lights and in order to save the set bits to the event sequence that activates the dispenser, lights are used
pegperegogaucho
There should probably be a section just for lights 🔦
adrientd
Yeah, that does sound like something specific to lights