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Configuration Files Help Disabling 'Save And Exit'
DeAngelo Offline
Senior Member

Posts: 263
Threads: 26
Joined: Feb 2013
Reputation: 11
#4
RE: Disabling 'Save And Exit'

Teleporting the player when they start would be the way to go. Just put a teleport player script in your OnEnter part of your script so they get sent there each time the game starts, and you could use variables to determine which checkpoint to use. Sorta like:

void OnStart()
{
SetLocalVarInt("CheckpointVariable", 0);
}
void OnEnter()
{
if(GetLocalVarInt("CheckpointVariable") == 0)
{
teleportPlayer("Checkpoint_1");
}
}
if(GetLocalVarInt("CheckpointVariable") == 1)
{
teleportPlayer("Checkpoint_2");
}
}
}

Then just set the local variable to the appropriate number each time they use one of your checkpoint things. Roundabout, yes, but it should accomplish what you're going for. Might need to make some adjustments to that script since I've never done anything like that before, but the general idea should work.

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(This post was last modified: 04-30-2013, 03:38 AM by DeAngelo.)
04-30-2013, 03:37 AM
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Messages In This Thread
Disabling 'Save And Exit' - by 7thProductions - 04-30-2013, 12:27 AM
RE: Disabling 'Save And Exit' - by Daemian - 04-30-2013, 01:46 AM
RE: Disabling 'Save And Exit' - by 7thProductions - 04-30-2013, 01:57 AM
RE: Disabling 'Save And Exit' - by DeAngelo - 04-30-2013, 03:37 AM
RE: Disabling 'Save And Exit' - by 7thProductions - 04-30-2013, 11:41 AM
RE: Disabling 'Save And Exit' - by DeAngelo - 04-30-2013, 02:12 PM



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