View Single Post
 
Reply
Posted 2004-10-03, 02:04 PM in reply to Lenny's post starting "I can't really attach it, because I've..."
Actually, having each "event' be a parallel process is a good idea.. You don't need to call them, though - since they're on the field, they can just be called with a Move Event or a switch to make them disappear, really.

--.

Basically, every person that appears is a parallel process, on a two page event. First page is blank, with "Press Key" to trigger it. This will be our "dead" version. The second page is our "Alive" version, with the person in a slashing/firing/whatever motion, trigger is a Press Key again (no code to run), and still no Event Commands. Page 2 Precondition is just a switch like [0101:CubeForce1_Alive].

Basically, you just run down the line from there.

<>Message: Cube: Snide Comment!
<>Set Switch: [0100:QuinForce1_Alive] OFF
<>Set Switch: [0100:CubeForce1_Alive] OFF
<>Message: Quin: Snide Comment!
<>Set Switch: [0100:QuinForce4_Alive] OFF
<>Set Switch: [0100:CubeForce2_Alive] OFF
<>Message: CubeForceGuy: ARGGG
.......
<>Move Event: CubeEvent, Right, Right, Right, Right
Etc.
----

Just have a little "map" of where the events are, and which ones should die. <>Wait commands will work fine for timing in between Snide Comments and such. Just make sure to set



You don't actually have to run code within those events to control what they're doing, luckily. Just use the Master Control Event (whatever you want to name it) to control all other events on the map.
Old
Profile PM WWW Search
BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
BlueCube