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    Display on after time has passed

    Can anyone think of a way to turn a display on, but not have it display immediately? I'm working on Series 3, which is a dating/farming sim, and I just worked out the final bugs in planting crops from seeds. In order to do this, I had to premake all the crops, turn the display off for all of them in an auto event from the starting point, then turn each display on after you plant the seeds. Problem is, the crop graphics (pampas grass, low grass, high grass, etc) turn on immediately after planting, which is kinda unrealistic, because it goes from nothing to full-grown crops. I was possibly thinking of adding in an auto-event to turn them on after a certain number of days pass, which might work, but after 15 events (for all the crops you plant) and four buildings in town, I only have one event left, and I need this in order to turn off the annoying pause that the planting event has once all the crops are planted. I guess long story short, without creating another event, is there a way to turn the display on after a certain time period passes instead of immediately within the same event that turns them on to begin with (and hopefully without much code, either, as each mode of planting a particular crop has 40+ lines of code already). Thanks in advance.

    #2
    Re: Display on after time has passed

    I just read through your post again and I think I may have misunderstood the original question.

    Okay, couldn't you let's say be instructed to speak to Johnny of the West River after you plant the crops. Johnny is located in another town or field. Then in Johnny's event code turn the displays on for all of the crop events in the farm area. So, the crops will not grow up immediately, but time will pass because of course you would have to go talk to Johnny and walk around the map (which takes time). Then upon re-entering the field where the crops were planted, a full grown field is there miraculously.
    Last edited by Pagerron; 07-10-2006, 03:49 PM. Reason: clarity and logic
    " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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      #3
      Re: Display on after time has passed

      I don't know how to do it without another event, but if you can get rid of some crops and have 2 spare events, it's easy as pie. I actually devolped this system for Torayu.

      Have two invisiable auto events. One has the condition is must be day, the other the condition it must be night. Now, you need 3 variables: I'll just use variables one, two, and three. First off, I'm putting in a refresh display in every time it goes from day to night. (That way, the plants coming will be more realistic, as it will flash for every transistion.) Then, do this for the day code:

      Val control branch (variable 1)
      option 1: variable 1 = 0
      variable 3 + 1
      val control branch (variable 3)
      Option 1: variable 3 <= (days it takes for crops to grow * 2)
      Option 1 end
      Option 2: Variable 3 = (same value)
      (Here, turn all crops display on.)
      option 2 end
      refresh display
      variable 1 = 1
      Variable 2 = 0
      Option 1 end
      Option 2
      Option 2 end

      And simply do the same reversing variables 1 and 2 for the night code.

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        #4
        Re: Display on after time has passed

        Well, there is a pretty easy way... Let's see if I can remember how to do this.

        What you'd do is assign each growth level of crops a variable. Like 1, 2, 3, ect. going from sprouts to full-grown plants, and cram one of each level on the same area, and turn a second variable on.

        This second event would activate another event with a time requirement in the same area. Whenever you passed over that time, that'd refresh the display and increase the variable by 1 and set it to another mode, with the same variable requirements, but different time requirements.

        There's also probably a way to make so it's after x amount of time instead of whenever it turns to morning or whatever, but it'd require a few inter-acting events and quite a few variables.
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