This was fun!
I've always been wondering how you could set several requirements for a object
to start.. And had a look into it today
Say that you need to activate 2 switches to open a door.. that can't be done with ordinary commands as far as I know.. the same goes if you have to complete several things to complete a objective..
What I figured out was.. VARIABLES was a good thing!
set this command in the gamestartpoint or something:
Int variable1 0
and When (Variable1 equals 5) Then (msg door on)
The complete line would look like this:
Int Variable1 0;When (Variable1 equals 5) Then (msg door on)
That means there has been created a variable named variable1 with a value of 0
This mean that it doesn't have the same value as the one in the base command which is 5, and will then only trigger when you reach equal values
Now on the first switch add this into the commandline:
Add variable1 1
And in the second switch
add variable1 4
Then it is a sum of 5 and the door will open
Just thought I'd mention it..
Trigger object by adding to a variable
- Johnny LaRue
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- Joined: Tue Jan 16, 2007 2:30 pm
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hmmm.... interesting
I had never known of or used the variable commands in my levels. I relied heavily on triggers. I would usually have locked triggers that would be unlocked by a certain event , & than in turn it would send its commands.
I also used the "activation count" property in triggers to help set up some of my objectives
Right on Spawn!
JLAR
I had never known of or used the variable commands in my levels. I relied heavily on triggers. I would usually have locked triggers that would be unlocked by a certain event , & than in turn it would send its commands.
I also used the "activation count" property in triggers to help set up some of my objectives
Right on Spawn!
JLAR
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