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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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Post by sledgehammur on Oct 28, 2006 23:22:52 GMT -5
I have a coin event in my game, heres how it works. it starts on a page with content and a script that switches a coin flag, when the flag is switched, the page changes to a null event.(no mdl action event etc.) however, what you seem to want is a coin that you pick up by walking through. for that, make it an equal event and give it this action script: Events: Bypass Members: Yes
that should work the way you want. also, don't worry about your flags, I have a nice formula I just put up to compress them into a variable. This is the link.
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Post by sledgehammur on Nov 1, 2006 14:25:57 GMT -5
Do deployed vehicles dissapear when you exit them though? I mean, when you bring your horse to the new map and exit it, does it remain there or does it dissapear. and if it does stay, does it dissapear when you reenter the map off the horse? Also, your original horse will warp back to its original coordinates (Where you got the horse). and you cant use this with a sea vehicle, which i eventually want to do. (and you may want to as well)
That is why I have decided not to use this method at this time.
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Post by sledgehammur on Oct 28, 2006 23:38:55 GMT -5
As for #4, you may wan't to look at my topic here because I STILL haven't been able to figure that one out and i think deployed vehicles dissapear when you exit them. (however, this may still be a little advanced for you.) On a side note, the first thing i made was a big blank area with events so that i could figure out how everything (scripting) worked.
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Post by sledgehammur on Oct 28, 2006 23:28:11 GMT -5
On a Side note - This Thread is getting thick. mabye these scripts should be on a sub-board from RPGM2 Tech support.
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Post by sledgehammur on Oct 28, 2006 0:02:01 GMT -5
Okay, I originally used this script for another game a couple of years ago so i may not fully remember it or have difficulty translating it to the RPGM2 code so I may make some mistakes. It is a common utilitarian mathematical formula and most of us already know it, but I think it would be best to post it here anyways, even though you probably won't use it. (unless you run out of flags.) anyway, they say that there are 10 types of people in the world... so here goes.
P.S. You won't want to use this unless you desperately need more flags. also I only implement 10 flags but you can use as many as you wish. You can use whatever flags / Vars you wan't
Base Translation (2 --> 10)
Data: Set Var: [Var 200] = 0 + 0; SB: Condition: Flag: [Flag 209] == True Data: Variable: [Var 200] = 1 + 0; SB: End SB: Condition: Flag: [Flag 208] == True Data: Variable: [Var 200] = [Var 200] + 2; SB: End SB: Condition: Flag: [Flag 207] == True Data: Variable: [Var 200] = [Var 200] + 4; SB: End SB: Condition: Flag: [206] == True Data: Variable: [Var 200] += 8; SB: End SB: Cond.: Flag: [205] == True Data: Variable: [200] += 16; SB: End SB: Cond.: Flag: [204] == True Data: Variable: [200] += 32; SB: End SB: Cond.: Flag: [203] == True Data: Variable: [200] += 64; SB: Cond.: Flag: [202] == True Data: Variable: [200] += 128; SB: Cond.: Flag: [201] == True Data: Variable: [200] += 256; SB: End SB: Cond.: Flag [200] == True Data: Variable: [200] += 512; SB: End
Okay, this is as far as I am going to go in this example. As you can see, this will compress only 10 flags. (go further if you want, I know the variables can hold more than that, but for this example it is impractical.) To retrieve them, use this script.
Base Translation (10 --> 2)
SB: Condition: Var: [Var 200] >= 512 Data: Set Flag: [Flag 200] = True; Data: Set Var: [Var 200] = [Var 200] - 512; SB: End SB: Condition: Var: [Var 200] >= 256 Data: Set Flag: [Flag 201] = True; Data: Set Var: [Var 200] -= 256; SB: End SB: Condition: Var [Var 200] >= 128 Data: Set Flag: [Flag 202] = True; Data: Set Var: [Var 200] -=128; SB: End SB: Cond.: Var: [Var 200] >= 64 Data: Set Flag: [Flag 203] = True; Data: Set Variable: [Var 200] -= 64; SB: End SB: Cond.: Var: [Var 200] >= 32 Data: Set Flag: [204] = True; Data: Set Var: [200] -= 32; SB: End SB: Cond.: Var: [Var 200] >= 16 Data: Set Flag: [205] = True: Data: Set Var [200] -= 16; SB: End SB: Cond.: Var: [Var 200] >= 8 Data: Set Flag: [206] = True; Data: Set Var: [200] -= 8; SB: End SB: Cond.: Var: [200] >= 4 Data: Set Flag: [207] = True; Data: Set Var: [200] -= 4; SB: End SB: Cond.: Var: [200] >= 2 Data: Set Flag: [208] = True; Data: Set Var: [200] -= 2 SB: End SB: Cond.: Var: [200] = 1 Data: Set Flag: [209] = True; SB: End
This script is designed to be used as a function, so it should be remotely called when you need it. As for its function, it compresses flags into a var. (if you didn't know that by now you shouldn't try using it.) use it however you wan't, but Its original function was to compress flags to use in a password. if it doesn't function properly all the time, try inserting wait functions between the script branches.(remembering a RPGM1 glitch where even during apply in order was applied sometimes the operations were applied out of order.) also part two was completely redone, I remember doing some crazy calculation using modulo but this is (or should be) more efficient for the RPGM2 egine.
good luck with this one, as you may need to print it to make sure you don't make any mistakes.
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