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FPSC Classic Scripts / Non-linear movement between levels (multi-level timers and multiple start points)

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kms
15
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Joined: 9th Jan 2009
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Posted: 23rd Jan 2010 06:18 Edited at: 23rd Jan 2010 06:30
A timer that holds between levels: I was wondering if it was possible, mod or not. I've got a timer script using variables, but the problem is that, as far as I know, the variables are lost between levels (or at least that seems to be the problem). Is there a way to have a countdown that holds across multiple levels?

Multiple start points:
Again, I was wondering if it was possible. I've been trying to make a non-linear game for some time now. I know that you can't go backward levels in vanilla FPSC, but I'm again talking about capability including mods. My issue is that I can walk along a hallway to a door on map A and open it to appear in map B, but then when I go back through the door to map A, I start back at map A's beginning... not at the door. I've tried to use variables do dictate where I appear, but again, they don't seem to hold between levels.

Death: I couldn't edit to add this to the title, but I've talked to others about it before: If I kill someone in map A, move to map B and then return to map A, how do I make sure that person stays dead? We talked about using variables, but again, they didn't seem to hold across levels. Perhaps this is the root of my problem, and I am making some fundamental error regarding variables? Elements such as my timers, though, all work fine on a singular map...

Thanks a lot! I know I always ask odd questions, but I really appreciate everyone's insight.
The Master Dinasty
16
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Joined: 14th Sep 2008
Location: Valhalla
Posted: 23rd Jan 2010 19:52
Timer and death, cant be done without a mod as far as i know. But i think you should consider using the load/unload script to make it all in one level.
And i thought the global variable couldent change through different levels...





-Massap2

You might one day find you`re self laughing at my tombstone, but if that was me id piss on yours!
Lead me to heaven when i die.
kms
15
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Joined: 9th Jan 2009
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Posted: 23rd Jan 2010 20:22 Edited at: 23rd Jan 2010 20:22
Thanks Massap2! As far as I know, the global variables don't change, but the local variables that are "under" the global variables using things like "incvar=" and "setvar=" do seem to. They seem to reset to 0 whenever I come back. Like I said, perhaps I'm doing something inherently wrong with the variables?

I actually might try the load/unload script, since that sounds promising, but the problem is that I have too many static entities (including segments) when trying to make it all one level. I had a huge error post some months ago when my entire map stopped working due to size (confirmed by Lee), and now it's happened again (also confirmed by Lee). I presume that there's no way to make use of those when it comes to segments, since segments don't use scripts, but if there is, that'd be great! Is there any way to manipulate a similar result?

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