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Games:Halo 5: Guardians/Forge/Scripting/4. 'Numbers'
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===Player ID Mechanisms=== Assigning players IDs might not be necessary for many cases as we can easily select players with EXTRA[add] after dirtying any player number. <span style="text-size: 15px">'''2-Script Increasing Number Player ID Assigner'''</span> General Explanation The Brain's # is the next ID assigned. This uses Force Dirty on a player's {alpha} # (which is 0) to activate Script 1's Number Check: Player {alpha} = 0 condition. When there are no players with ID still 0, Script 1 doesn't trigger. Script 2 initializes THIS Brain's # to 1, which will be used for the first ID. Every second, it also checks if any players don't have an ID yet ({alpha} = 0), which starts the process of assigning a player ID. It marks any 1 player's {alpha} # that's 0 as dirty to trigger Script 1. Script 1 does the assignment with THIS Brain's current #, increments that #, and then checks if any players still don't have an ID, which creates a loop that assigns one player ID each game tick until there are no players without an ID. Script 1 Description When Player {alpha} changes to = 0 (or set dirty) A1: Change 1 player's (with ID still 0) {alpha} # to THIS Brain's # A2: Increment THIS Brain's # by 1 A3: Mark 1 player's (with ID still 0) {alpha} # as dirty, but don't change it Script 2 Description Every 1.00 second (Use whatever timings you need) A1: Mark 1 player's (with ID still 0) {alpha} # as dirty, but don't change it A2: Initialize THIS Brain's # to 1 if its number is 0 '''Script 1''' <pre>Number Check: Player {alpha} = 0 A1: Number Change: Player [NUMBER] {alpha} = THIS Number [NUMBER] Players [add], Number [include] 0, First 1 A2: Number Change: Object [THIS] Increment 1 A3: Number Change: Player [NUMBER] {alpha} Increment Force Dirty 0 [NUMBER] Players [add], Number [include] 0, First 1</pre> '''Script 2''' <pre>Timer Check: 1.00 1.00 A1: Number Change: Player [NUMBER] {alpha} Increment Force Dirty 0 [NUMBER] Players [add], Number [include] 0, First 1 A2: Number Change: Object [NUMBER] Set 1 [NUMBER] THIS [add], Number [include] 0</pre>
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