This is a suggestion for one of our games. You may comment on and rate the suggestion here.
The Suggestion...
Roadmapped by ♪ (done)
Comments
That is to say, 10 unique ones, that can all be triggered in game.
Dear Steve: does the #character have any real importance with regards to script stones?
I can't remember off hand, I'll look into it and get back to you.
Hey Note, is there a file where you can edit the main menu? It is just a little bug I kind of want to fix myself. Probably won't be fixed but...eh.
So is there a file?
So is there a file?
Please, someone tell crazy what a shockwave movie consists of. >_>
...
Main menu as in the starting frame?
If you look on the score window, and select the first frame, then go the the stage, the main menu should pop up. Everything on there should reference something in the gfx cast(have the same name)
If you need to move something around on the front screen, you can drag it around, and if you need a change in one of the graphics, you can open its cast member and edit it from there.
If you look on the score window, and select the first frame, then go the the stage, the main menu should pop up. Everything on there should reference something in the gfx cast(have the same name)
If you need to move something around on the front screen, you can drag it around, and if you need a change in one of the graphics, you can open its cast member and edit it from there.
Oh yeah, he got the demo, I forgot.
Sorry=P
At any rate, it was an indirect way of saying that someone tell you what can be accessed from casts and what can't, but obviously I forgot that you had the demo.
Sorry=P
At any rate, it was an indirect way of saying that someone tell you what can be accessed from casts and what can't, but obviously I forgot that you had the demo.
Where is the score window?
The score is the bit with all the horizontal lines.
This is where the the help feature comes in handy, for the score is one of the main windows; open the help and search 'score'
It sometimes shows up above/attatched to the casts window.
This is where the the help feature comes in handy, for the score is one of the main windows; open the help and search 'score'
It sometimes shows up above/attatched to the casts window.
Ok back to ♪'s question - I'm not at all sure that #character has much effect on anything. I seem to vaguely remember that it is used somewhere in a few cases, but I have a feeling that the original intention of this attribute was superseeded by things like teamMaster and #objType and #aiType.
I think it's really just there as the 'name' of the character. In most cases it should be set to the same as the object name minus the 'act_' part. I have a feeling that when a character keeps track of the characters it's killed it uses this to identify them.
[EDIT: Nope it's actually actorType that's used - see modExperience.attributeExperience()]
More helpfully, if you to enabling the in-game scripts, you'll need to remove the return on line 44 of objChatter
I had disabled the in-game scripts altogether since there was no way for people to create new ones at that time.
I think it's really just there as the 'name' of the character. In most cases it should be set to the same as the object name minus the 'act_' part. I have a feeling that when a character keeps track of the characters it's killed it uses this to identify them.
[EDIT: Nope it's actually actorType that's used - see modExperience.attributeExperience()]
More helpfully, if you to enabling the in-game scripts, you'll need to remove the return on line 44 of objChatter
on collected me
-- temporarily disabled inGame Scripts
return
if pPerformed = false then
me.goMode(#talking)
if pScriptToPerform <> #none then
g.cutSceneMaster.playCutScene(pScriptToPerform)
end if
pPerformed = true
else
if me.pMode = #talking then
me.goMode(#finishedTalking)
end if
end if
end
I had disabled the in-game scripts altogether since there was no way for people to create new ones at that time.
I spotted that return when I was working on this, and commented it out. I think for the #character, I just put something random. Strangely enough, it doesn't actually show the stones as a graphic; it just plays the script when you finish the screen.
You must be logged in to add a comment.
Rating: 0.00 in 0 votes
Status: rate | *In Roadmap*
In Game Script Stones