1 registered members (3s05bmmc),
740
guests, and 4
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
ok...one last thing......
#321289
04/27/10 22:27
04/27/10 22:27
|
Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
OP
Expert
|
OP
Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
|
ok, now that my menu issue has been resolved, i have a level loading issue. i have certain "abilities" that i dont want to give the player until the level after, and the codes are on the level that you go to, but when i go to the level with the codes intact, i get a action not found error. is there a way to get this to work? now to be honest, i dont what i can do to maybe make them an action to collect to faux have the new ability or if it can be done? any thoughts friends?
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
|
|
|
Re: ok...one last thing......
[Re: Blink]
#321410
04/28/10 23:37
04/28/10 23:37
|
Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
OP
Expert
|
OP
Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
|
ok, maybe if i explain what i am looking for? I have a code, Emre's physic template which allows your player to use a graviton gun to move objects. If i include it on the level, it works fine. my player is "earning" that special power later on in the game. my issue is, i have it as an include on the level that the player is going to, but not on the start level. i dont want him to already have that ability. how can i make it so he either can pick it up as a power up on the new level, or a way to have the script load when the new level loads. Any ideas? I am at a loss.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
|
|
|
Re: ok...one last thing......
[Re: Blink]
#321414
04/29/10 01:27
04/29/10 01:27
|
Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
|
Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
|
Just include the script. That shouldn't give the player the ability unless it's defined in a _startup funtion. Have you tried just including the file in your main script?
Always learn from history, to be sure you make the same mistakes again...
|
|
|
Re: ok...one last thing......
[Re: Uhrwerk]
#321420
04/29/10 02:10
04/29/10 02:10
|
Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
OP
Expert
|
OP
Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
|
see, the main script is the menu code, i dont want him to have the ability when the game starts, he gets it in later levels. you mean, adding it like: gravitation_gun; after the main();?
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
|
|
|
Re: ok...one last thing......
[Re: Blink]
#321422
04/29/10 02:28
04/29/10 02:28
|
Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
OP
Expert
|
OP
Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
|
ok, tried it, it didnt work!
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
|
|
|
Re: ok...one last thing......
[Re: TeutonicDarkness]
#321566
04/30/10 10:27
04/30/10 10:27
|
Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
OP
Expert
|
OP
Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
|
ok, i kinda understand. the main levels should have "all" of the includes, and the levels I change to should not? then other levels should have the same codes? then how do I introduce new abilities? i looked at what you coded above, but i am not sure where to insert that.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
|
|
|
Re: ok...one last thing......
[Re: Blink]
#321567
04/30/10 10:28
04/30/10 10:28
|
Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
OP
Expert
|
OP
Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
|
you might have to explain another way so i can get it right,lol.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
|
|
|
Re: ok...one last thing......
[Re: Blink]
#321639
04/30/10 23:33
04/30/10 23:33
|
Joined: Mar 2005
Posts: 725 USA
TeutonicDarkness
User
|
User
Joined: Mar 2005
Posts: 725
USA
|
ok, i kinda understand. the main levels should have "all" of the includes, and the levels I change to should not? then other levels should have the same codes? then how do I introduce new abilities? i looked at what you coded above, but i am not sure where to insert that. Yes Only The Main level.. No other levels even need includes. However If You Have for example 50 levels you might not want to go to all the way through the levels to see if level 50 code works. If You want to start level 50 from Wed level 50 scripts should look like this: include <Mainscript.wdl>; Thats all thats needed! You Main script should have all the includes necessary and actions associated with it. Doing it any other way could give you Double Action problems. For New stuff you would simple Add your new include to Mainscript.wdl include <Newcode.wdl>; I'm working with multiple levels myself and setting it up this way has really saved me.
|
|
|
Re: ok...one last thing......
[Re: TeutonicDarkness]
#321640
05/01/10 00:12
05/01/10 00:12
|
Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
OP
Expert
|
OP
Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
|
ok, let me get this straight. instead of having the includes on all of the levels, just include the original level.wdl, say my menu level, and thats it? when it gets to that level, the codes that are in use will automatically be used? how will that work for my problem? if i include the physics template code in the mainscript.wdl, it will be active from level one, wont it? i dont want it to be active until say the last 4 levels.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
|
|
|
|