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    In a hurry.

    Need information on how to stop events from repeating, do the question marks during playtesting stay in the final version?
    Screenshot Let's Plays


    #2
    Re: In a hurry.

    Either put a second mode with no commands and have the event switch to that mode when it's supposed to finish. Or put a Display Off command when it should end.

    And the question marks are only there in playtest so you know where your invisible events are. They don't show up when you're really playing.
    Last edited by DarkwingChuck; 05-17-2008, 05:59 PM.
    I want that Mulan McNugget sauce, Morty!

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      #3
      Re: In a hurry.

      For someone who has a blog about how you don't like the game, you don't know very much about it.

      You can also use variables. Make the event trigger using say shared variable 1=1 and then add it at the end of the code so it equals 2. That will stop the auto event.

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        #4
        Re: In a hurry.

        Don't let the others know Lausen.

        thanks for teh help.
        Screenshot Let's Plays

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          #5
          Re: In a hurry.

          Chuck and Lausen gave you the main ways. The only other way I know of is to use the "Need Treasure" condition, which would be good if you only want the event to activate at certain times that the player controls more so than the creator. Of course, the Lose Treasure command should be at the end of that auto event.

          And I'd say Lausen's right... really take the time to work with 3's scripting functions before you trash it. It's the most limiting in the series, but not nearly as bad as it appears at first glance.


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