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- roycefrog
-
Scratcher
3 posts
is there a way to detect if a scratch project was stopped?
is there a way to detect if a scratch project was stopped? i need this because i want my story to reset when its stopped. if a person leaves the project without resetting the project then it will think the player is still in the game and assign the next player player2
- TrulyVix
-
Scratcher
33 posts
is there a way to detect if a scratch project was stopped?
is there a way to detect if a scratch project was stopped? i need this because i want my story to reset when its stopped. if a person leaves the project without resetting the project then it will think the player is still in the game and assign the next player player2Hey- It won't.
- Pixilized
-
Scratcher
100+ posts
is there a way to detect if a scratch project was stopped?
There is, actually! Use the scripts below. (This will not work if you reset the timer anywhere in your project)
when flag clicked
forever
set [stop detection v] to ((timer) + (0.1))
when [timer v] > (stop detection)
if <(timer) > (stop detection)> then //This if is necessary
…
End
- roycefrog
-
Scratcher
3 posts
is there a way to detect if a scratch project was stopped?
There is, actually! Use the scripts below. (This will not work if you reset the timer anywhere in your project)when flag clicked
forever
set [stop detection v] to ((timer) + (0.1))
when [timer v] > (stop detection)
if <(timer) > (stop detection)> then //This if is necessary
…
End
I will test it
- XtremeScratch776
-
Scratcher
29 posts
is there a way to detect if a scratch project was stopped?
There is, actually! Use the scripts below. (This will not work if you reset the timer anywhere in your project)when flag clicked
forever
set [stop detection v] to ((timer) + (0.1))
when [timer v] > (stop detection)
if <(timer) > (stop detection)> then //This if is necessary
…
End
I also have this ‘shorter version’ of the same script…
when green flag clicked
forever
reset timer
end
After this, to detect if the script has been stopped
when [timer v] > (0.000001)
...
You can look at CommandOS at my profile as an example…
Hope this helps

- roycefrog
-
Scratcher
3 posts
is there a way to detect if a scratch project was stopped?
There is, actually! Use the scripts below. (This will not work if you reset the timer anywhere in your project)when flag clicked
forever
set [stop detection v] to ((timer) + (0.1))
when [timer v] > (stop detection)
if <(timer) > (stop detection)> then //This if is necessary
…
End
I also have this ‘shorter version’ of the same script…when green flag clicked
forever
reset timer
end
After this, to detect if the script has been stoppedwhen [timer v] > (0.000001)
...
You can look at CommandOS at my profile as an example…
Hope this helps
There is, actually! Use the scripts below. (This will not work if you reset the timer anywhere in your project)when flag clicked
forever
set [stop detection v] to ((timer) + (0.1))
when [timer v] > (stop detection)
if <(timer) > (stop detection)> then //This if is necessary
…
End
Thank you both! This helped a lot.
- Pixilized
-
Scratcher
100+ posts
is there a way to detect if a scratch project was stopped?
No problem! I’m glad I could help.
- awesome-llama
-
Scratcher
1000+ posts
is there a way to detect if a scratch project was stopped?
You can't expect the user to stop the project to reset the cloud variables. Getting them all to follow instructions is difficult and even then it does not account of things such as loss of internet connection. In a project where I did require it to be stopped to reset it (it was an experiment with making a server), less than half of the users would reliably stop the project. I had to add in a way to remove them if they had been connected for too long.
What you can do is ensure that the players are sending their time or something else that is changing and detectable so that if they are no longer active, assume they have disconnected.
What you can do is ensure that the players are sending their time or something else that is changing and detectable so that if they are no longer active, assume they have disconnected.
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