How do I reference a variable within another blueprint (unreal blueprint) - variables

I followed a tutorial series on youtube to replicate a "remnant: from the ashes" type of game. I am having an issue within blueprint visual editor where I have a code that lets my character pick up money but not ammo. The pickup is a main blueprint that has children blueprints, money and ammo. I created the ammo pickup so I can refill my ammo carried. The variable that the ammo my character is carrying rests within a weapon blueprint which I can't seem to get out for some reason called "max ammo stored". I tried so many different ways to pull the variable but can't seem to. If I can get the variable, I will then copy the code from the item pickup to the rifle ammo and replace the variable. Is there anyone that can shed some light on this for me?
Code that I will copy the item pickup and replace variable from
Variable Picture

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Run-State values within shape script EA

Enterprise Architect 13.5.
I made MDG technology extending Object metatype. I have a shape script for my stereotype working well. I need to print several predefined run-state parameters for element. Is it possible to access to run-state params within Shape ?
As Geert already commented there is no direct way to get the runstate variables from an object. You might send a feature request to Sparx. But I'm pretty sure you can't hold your breath long enough to see it in time (if at all).
So if you really need the runstate in the script the only way is to use an add-in. It's actually not too difficult to create one and Geert has a nice intro how to create it in 10 minutes. In your shape script you can print a string restult returned from an operation like
print("#addin:myAddIn,pFunc1#")
where myAddIn is the name of the registered operation and pFunc1 is a parameter you pass to it. In order to control the script flow you can use
hasproperty('addin:myAddIn,pFunc2','1')
which evaluates the returned string to match or not match the string 1.
I once got that to work with no too much hassle. But until now I never had the real need to use it somewhere in production. Know that the addin is called from the interpreted script for each shaped element on the diagram and might (dramatically) affect rendering times.

Adobe Animate CC, HTML5 Canvas - capture instance names as dynamic text?

Forgive me, I'm not a proper JS programmer and still getting my head around a lot of concepts.
Suppose one had a group of similar, 2-frame/2-state rollover movie clips nested inside a containing clip, which has the instance name "Map". Each clip uses a 4 digit ID number preceded by an "s" as an instance name – e.g., "s6566".
Suppose one then wanted to capture those respective instance names to define a variable, such that one small script could allow each of these movie clips to display their ID on rollover/active state (in this case "6566"), across multiple files.
Ultimately I have thousands of these little clips spread across several dozen documents, and it seems it should be fairly simple to grab each symbol's instance name/ID, strip off the "s" from the beginning (there because instance names can't begin with a numeral), and apply said ID as dynamic text to it's respective symbol's rollover/active frame.
Is there a method of achieving this goal? I wish I had some example code to include here, but I'm not quite sure how to begin, other than to lay out the problem thusly. Haven't yet been able to find any info on capturing instance names, and I'm not sure whether it's possible. Thanks.
Children of MovieClips are stored as references using their instance name. You can see the format in the exported library JS file. Note that Animate will convert some instance names to remove unsupported characters or duplicates.
Here is some untested pseudo-code to get you started.
// You can iterate a MovieClip and get the names
for (var name in someMovieClip) {
// Ignore anything not starting with an s
if (name.substr(0,1) != "s") { continue; }
// remove the s
var newName = name.substr(1);
// The child can be accessed using bracket-access with its name
var child = someMovieClip[name];
// The child should have text instances if it is set up how you described
// Set the text to the newName
child.textInstance.text = newName
}
Don't forget to update the stage after you make changes. If you already have Ticker set up to do that, it should update immediately.
I hope that helps. If you have follow-up questions, let me know.

Calling MM42, dirty assign of variables in SAPLCTMS for atnam and atwrts - Any experience?

In a custom program I call the retail material transaction (change, so MM42).
The user could change attribute values ( meaning ATWRT ) which are placed on the screen.
The debugger tells me, that there are a lot of variables, some seem to be the right ones, IF ONLY ONE atwrt of an atnam is changed. In case of multiple atwrt changes on more than one atnam, my dirty assign would only know the LAST ATNAM and it's new ATWRT.
This question adresses those developers, which might have already done this and may give me a hint, which one of the dozens of tables could track all the atnams and atwrts and also being possible to assign it in my calling program,after the MM42 returns.
IS there anybody in here, who may have done this, so I could save a bit of (maybe even lost) time ?

How to use _root and this[] in same line?

Here's a chunk of code that WORKS when it's on the main timeline:
var DysonTarget:String = "S"+(random(40)+1);
this[DysonTarget].MyType = "Dyson Sphere";
this[DysonTarget].gotoAndStop(this[DysonTarget].MyType);
It's choosing a number between 1 and 40, adding an S before it, and going into one of forty movie clips on the main stage with instance name S1, S2. . . S40 etc. Then it will display an image in the chosen clip. But to make this truly work the way I want to, I have to put the above code inside a movie clip. So I tried this, after declaring my variable on the main stage:
_root.this[DysonTarget].MyType = "Dyson Sphere";
_root.this[DysonTarget].gotoAndStop(this[DysonTarget].MyType);
It didn't compile, the error message said "Expected a field name after the '.' operator. Trying it with _parent returned the same message. With _level0 didn't work at all, and placing the _root and _parent inside the bracket didn't work either. I haven't been able to find any answer online because trying to type "this" into a search is too vague to return an answer about the actual command.
. . .help me :(
A friend of mine who is a software developer helped me on this one. Here's what we figured out:
First you declare variable DysonTarget on the main timeline:
var DysonTarget:String = "S" + (random(40)+1);
Then inside the movie clip, use this:
_level0[DysonTarget].MyType = "Dyson Sphere';
_level0[_level0.DysonTarget].gotoAndStop(_level0[_level0.DysonTarget].MyType);
I've tried this a few other ways, and the above method is the only one that works the way it's supposed to. But it works! My impression is the brackets tell it to look for an object named what the variable is set to, rather than an object with the same name as the variable.

Putting the cursor in a specific place in a live template

I just wanted to know how you put a cursor in a specific place in a live template for IntelliJ
For example:
# $var$ is an insance of the $objectType$ class
assert isinstance($var$, $objectType$)$END$
What happens here is that your cursor gets dragged to $var$ in the comment string first and then to your other values inside assert. What I wanted to know is how you chose where the cursor goes first.
I've read the documentation, but this is not mentioned, although a lot of other things are.
You can arrange the order that your variables are visited in. You find the information under bullet number five in this IntelliJ help document: http://www.jetbrains.com/idea/webhelp/creating-and-editing-template-variables.html
To arrange variables in the order you want IntelliJ IDEA to switch between associated input fields, use the Move Up and Move Down buttons.
Edit
You have to update the macro definition to similar to this:
# $varComment$ is an insance of the $objectTypeComment$ class
assert isinstance($var$, $objectType$)$END$
And then you define the order and expression to something like this (I didn't have any good expression for the var and orderType for you):
Since you fill in the Skip if defined for the two comment variable they will just take the values from the var and orderType and fill it in. This will do exactly what you are looking for :-)