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Possible to have a universal script for a custom story?
Nye Offline
Senior Member

Posts: 250
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Joined: Jan 2011
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#2
RE: Possible to have a universal script for a custom story?

Sort of. You have to use global settings. You can't be running two scripts parralel to each other. However, you can set a global variable. Look at how the game devs did it. In the folder /maps/ of your custom story (or /maps/main/) in the real game, you should see/create a file called global.hps, you can save global variables here.

For example, when you leave an area, set a global variable named "area1left" to "1". Then, on returning to the area, ensure you have an if statement asking whether "area1left" is set to 1. If it's set to 1, the game shakes and the guardian spawns lots of slime everywhere and its all scary. Else, nothing happens, as it is the first time entering the area.

The syntax to use to set a global variable is:
void SetGlobalVarInt(string& asName, int alVal);

Where "string&asName" <---- is a name you choose for your global variable.
and int alVal <----- is the state you choose. In my example, it would be set to 1.

You can also do something similar for "localvariables", which are specific to just the local map.
(This post was last modified: 01-18-2011, 11:36 AM by Nye.)
01-18-2011, 11:14 AM
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RE: Possible to have a universal script for a custom story? - by Nye - 01-18-2011, 11:14 AM



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