K guys, time for script innovation
I'm currently tossing around an idea for Bridge that's never been done before in CE, afaik. No, I'm not gonna tell you what it is, until I know that it's both feasible and fun.
One thing that would make this feature work better for the player is if I could have consecutive map files remember something that the player did in the preceding map. So guys, think hard,
do you know of any established methods for persisting data from level to level, and if not, can you think of any clever hacks (using scripts) to get it to work?
e: Rob actually working on BCE? Inconceivable! ;O
Re: K guys, time for script innovation
f0 to f5. they can store floating point values for you, they're engine globals (unused in the actual game build)
Re: K guys, time for script innovation
Quote:
Originally Posted by
Kornman00
f0 to f5. they can store floating point values for you, they're engine globals (unused in the actual game build)
Explain, please. This intrigues me.
Re: K guys, time for script innovation
map 1:
(set f0 1.0)
map 2:
(if (= f0 1.0) ...)
like so?
Re: K guys, time for script innovation
Quote:
Originally Posted by
Kornman00
f0 to f5. they can store floating point values for you, they're engine globals (unused in the actual game build)
:XD:
I will leave you to discuss this stuff. Lol
Re: K guys, time for script innovation
Then leave us alone. Don't come in here for a 'post count +1'. Also, has anyone ever used these before for anything relevant?
Re: K guys, time for script innovation
post count +1
I once tried to use them, but I failed
Re: K guys, time for script innovation
Re: K guys, time for script innovation
I haven't tried km's suggestion yet (i will be trying it later this week, when I have time), but I've run into a problem I should have predicted from the beginning. By mentioning this problem I'll be pretty much giving away the gist of my idea, but eh, what the hell.
The idea involves switching the player biped ingame, although don't read too much into that, as it's not what you think.
Masterz got me all worked up by suggesting that I use cheat_bump_possession in the script (and dropping a biped on the player during a cinematic to switch it over), but both of us failed to realize that it is a cheat that comes from devmode, and therefore by definition cannot appear in a script.
Do you guys think there is any other way to switch the player's biped ingame, using scripts?
Re: K guys, time for script innovation
cheats are global variables.
set cheat_deathless_player true