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Post by nerussentia on Sept 30, 2006 23:53:36 GMT -5
Sorry to ask a lot, but I'm making my game like hardcore puzzles to add onto the complexity. I want an eletronic door. From one room you press a switch which triggers a door in another room to open up automatically. I as well want to be able to reclose the door when the switch is pressed again. Anyone please assistance?
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Post by Neo Samurai on Oct 1, 2006 8:32:27 GMT -5
You could use a flag and when you step on the switch, the flag gets reversed.
Then, you'd set the door up with one page for when it's opened and one page when it's closed. You'd use the flag to tell whether it's opened or closed.
It's really not that hard. Or is there more that you need help with? If so, can you be a bit more specific?
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Post by nerussentia on Oct 1, 2006 18:50:29 GMT -5
Well at one point theres a locked door and you need to find some kind of switch to get it open. I got the switch to activate and open the door and turn the gears in the background and what not, but I never got it to actually close when switched back and I did do "Flag: Lever: Reversed" in the content of the switch script.
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Post by sledgehammur on Oct 26, 2006 21:30:23 GMT -5
did you invert the action script so that the door will reclose when it goes back to the first page?
(not sure how this would be done, but it should be poissible)
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Deleted
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Post by Deleted on Nov 3, 2006 0:34:51 GMT -5
Try making sure one page has "Flag X: On" as a condition and the other has "Flag X: Off" as a condition. That's my first thought. This would only be the case if the party needed to "Warp" to get from the switch to the door. And have you ever used to Event: Control: Change command? If the party didn't need to "Warp" to get from the switch to the door, this is the secret to doing what you ask. The command makes it so that future commands in that content script will affect a different event .So in this example, the future commands of that content script would go from affecting the switch to affecting the door. This is also how you make good cutscenes too, dude.
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