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Many posts is fine, thanks!
1. If I combine numbers and then make them a variable, it doesn't work (tested this before). Because I use a variable modifier to get the variable number in the first place, all special wire formats are gone.
I'll try to plug the dummy combiner today and will tell you the results ^^ If this works, it would be the easiest way honestly.
2. Wait, you can get division remainders from calculators? Sorry if I misunderstood. There's another way of mathematically breaking long numbers down too, which uses selectors:
Let's say I have a 3 numbers, 169.
- 169 / 100 = 1.69.
- We plug that to a selector's "current slot" and enable value passthrough.
- the slot will be B, the equivalent of 1. Selector always rounds down until the next round number, so 1.99 will still be 1.
- We substract ([current-slot-number]×100) from our passed original value. In this case, 169 - 100 = 69.
- we repeat this twice.
I'm not sure which of our methods is more thermometer-consuming, but I'm worried rounding down on calculator can result in 1.99 being 2.
Also, I'm worried that if we set a value to 0345, it will automatically become 345. There's a workaround but it would cut one number of data. So, another thing to test out today.
3. I first planned to use more compressed data in my first game ever, which is multiplayer and has persistent variables for every of 4 players. I can't use the "copy for every player" option, because even if there's only one player, the others are replaced by AI and have to have scores etc.
Anyway, I think I'll need such compressing in future, and it's never wrong to ask. In-scene variables can be easily made and can be even replaced by calculators, and I wouldn't bother. But there will be times when I'll need to save many things using only persistent ones, and there's a limit of somewhere between 100 and 200.
Sorry for a long comment, just answered to all yours :)