How do you say if 1 button = another button?
Like If Wb3d_ButtonState(button1) = Wb3d_ButtonState(button2) then..
Like If Wb3d_ButtonState(button1) = Wb3d_ButtonState(button2) then..
while not keyhit(1) is_pressed(spacerock, waterfountain) is_pressed(spacerock, waterfall) is_pressed(spacerock, flamethrower) is_pressed(spacerock, sparks) is_pressed(spacerock, torch) is_pressed(spacerock, smoke) is_pressed(spacerock, rocks) is_pressed(spacerock, smokeflares) is_pressed(spacerock, explosion1) is_pressed(spacerock, explosion2) is_pressed(spacerock, sparkle) is_pressed(waterfountain,spacerock) is_pressed(waterfountain, waterfall) is_pressed(waterfountain, flamethrower) is_pressed(waterfountain, sparks) is_pressed(waterfountain, torch) is_pressed(waterfountain, smoke) is_pressed(waterfountain, rocks) is_pressed(waterfountain, smokeflares) is_pressed(waterfountain, explosion1) is_pressed(waterfountain, explosion2) is_pressed(waterfountain, sparkle) is_pressed(waterfall, spacerock) is_pressed(waterfall, flamethrower) is_pressed(waterfall, sparks) is_pressed(waterfall, torch) is_pressed(waterfall, smoke) is_pressed(waterfall, rocks) is_pressed(waterfall, smokeflares) is_pressed(waterfall, explosion1) is_pressed(waterfall, explosion2) is_pressed(waterfall, sparkle) is_pressed(flamethrower,spacerock) is_pressed(flamethrower,waterfall) is_pressed(flamethrower,waterfountain) is_pressed(flamethrower,sparks) is_pressed(flamethrower,torch) is_pressed(flamethrower,smoke) is_pressed(flamethrower,rocks) is_pressed(flamethrower,smokeflares) is_pressed(flamethrower,explosion1) is_pressed(flamethrower,explosion2) is_pressed(flamethrower,sparkle) is_pressed(sparks, spacerock) is_pressed(sparks, waterfountain) is_pressed(sparks, waterfall) is_pressed(sparks, flamethrower) is_pressed(sparks, torch) is_pressed(sparks, smoke) is_pressed(sparks, rocks) is_pressed(sparks, smokeflares) is_pressed(sparks, explosion1) is_pressed(sparks, explosion2) is_pressed(sparks, sparkle) is_pressed(torch, spacerock) is_pressed(torch, waterfountain) is_pressed(torch, waterfall) is_pressed(torch, flamethrower) is_pressed(torch, sparks) is_pressed(torch, smoke) is_pressed(torch, rocks) is_pressed(torch, smokeflares) is_pressed(torch, explosion1) is_pressed(torch, explosion2) is_pressed(torch, sparkle) is_pressed(smoke, spacerock) is_pressed(smoke, waterfountain) is_pressed(smoke, waterfall) is_pressed(smoke, flamethrower) is_pressed(smoke, sparks) is_pressed(smoke, torch) is_pressed(smoke, rocks) is_pressed(smoke, smokeflares) is_pressed(smoke, explosion1) is_pressed(smoke, explosion2) is_pressed(smoke, sparkle) is_pressed(rocks, spacerock) is_pressed(rocks, waterfountain) is_pressed(rocks, waterfall) is_pressed(rocks, flamethrower) is_pressed(rocks, sparks) is_pressed(rocks, torch) is_pressed(rocks, smoke) is_pressed(rocks, smokeflares) is_pressed(rocks, explosion1) is_pressed(rocks, explosion2) is_pressed(rocks, sparkle) is_pressed(smokeflares, spacerock) is_pressed(smokeflares, waterfountain) is_pressed(smokeflares, waterfall) is_pressed(smokeflares, flamethrower) is_pressed(smokeflares, sparks) is_pressed(smokeflares, torch) is_pressed(smokeflares, smoke) is_pressed(smokeflares, rocks) is_pressed(smokeflares, explosion1) is_pressed(smokeflares, explosion2) is_pressed(smokeflares, sparkle) is_pressed(explosion1, spacerock) is_pressed(explosion1, waterfountain) is_pressed(explosion1, waterfall) is_pressed(explosion1, flamethrower) is_pressed(explosion1, sparks) is_pressed(explosion1, torch) is_pressed(explosion1, smoke) is_pressed(explosion1, rocks) is_pressed(explosion1, smokeflares) is_pressed(explosion1, explosion2) is_pressed(explosion1, sparkle) is_pressed(explosion2, spacerock) is_pressed(explosion2, waterfountain) is_pressed(explosion2, waterfall) is_pressed(explosion2, flamethrower) is_pressed(explosion2, sparks) is_pressed(explosion2, torch) is_pressed(explosion2, smoke) is_pressed(explosion2, rocks) is_pressed(explosion2, smokeflares) is_pressed(explosion2, explosion1) is_pressed(explosion2, sparkle) is_pressed(sparkle, spacerock) is_pressed(sparkle, waterfountain) is_pressed(sparkle, waterfall) is_pressed(sparkle, flamethrower) is_pressed(sparkle, sparks) is_pressed(sparkle, torch) is_pressed(sparkle, smoke) is_pressed(sparkle, rocks) is_pressed(sparkle, smokeflares) is_pressed(sparkle, explosion1) is_pressed(sparkle, explosion2) Function is_pressed(button, button2) button3 = WB3D_ButtonState(button) button4 = WB3D_ButtonState(button2) If button3 = 1 And button4 = 1 Then button4 = 0 : WB3D_Notify "","You can't select 2 particles at once.",0 If button4 = 1 And button3 = 1 Then button3 = 0 : WB3D_Notify "","You can't select 2 particles at once.",0 End Function updateworld renderworld flip wend
Function is_pressed(button1, button2) firstbutton = WB3D_ButtonState(button1) secondbutton = WB3D_ButtonState(button2) If ((firstbutton) And (secondbutton)) ; WB3D_SetButtonState(button2,False) ; There should be a function to Set the button state to False? or 'Unpress'? Not sure what this is WB3D_Notify "","You can't select 2 particles at once.",0 EndIf End Function