Page 1 of 2 1 2 LastLast
Results 1 to 10 of 14

Thread: K guys, time for script innovation

  1. #1

    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
    Last edited by Rob Oplawar; October 10th, 2008 at 11:15 AM.
    Reply With Quote

  2. #2
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    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)
    Reply With Quote

  3. #3
    Neanderthal Dwood's Avatar
    Join Date
    Sep 2008
    Location
    Wouldn't u like to know?
    Posts
    4,189

    Re: K guys, time for script innovation

    Quote Originally Posted by Kornman00 View Post
    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.
    Reply With Quote

  4. #4

    Re: K guys, time for script innovation

    map 1:
    (set f0 1.0)
    map 2:
    (if (= f0 1.0) ...)

    like so?
    Last edited by Kornman00; October 10th, 2008 at 04:34 PM. Reason: ftfu
    Reply With Quote

  5. #5
    Senior Member Hunter's Avatar
    Join Date
    Jan 2007
    Location
    Stoke, UK
    Posts
    2,968

    Re: K guys, time for script innovation

    Quote Originally Posted by Kornman00 View Post
    f0 to f5. they can store floating point values for you, they're engine globals (unused in the actual game build)


    I will leave you to discuss this stuff. Lol
    Reply With Quote

  6. #6
    Chasing Meteors Sever's Avatar
    Join Date
    Jan 2007
    Posts
    2,405

    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?
    Reply With Quote

  7. #7

    Re: K guys, time for script innovation

    post count +1


    I once tried to use them, but I failed
    Reply With Quote

  8. #8
    Untruely Bannable~ Inferno's Avatar
    Join Date
    Aug 2007
    Location
    In a Place
    Posts
    5,166

    Re: K guys, time for script innovation

    +2
    Reply With Quote

  9. #9

    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?
    Reply With Quote

  10. #10

    Re: K guys, time for script innovation

    cheats are global variables.

    set cheat_deathless_player true
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •