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Screen State Carryover?


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#31 Isdrakthül

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Posted 19 May 2011 - 06:24 PM

QUOTE(Lynker @ May 15 2011, 11:28 PM) View Post

Lets say after I finish a block puzzle, I want an item to fall form the ceiling, AND make a switch go down in another room. How do I do this?

You say that you want stuff to happen after it's finished here. Also, why would the player solve the block puzzle if it doesn't benefit them? I guess I'm not really getting what you're saying.

What we've got here is...failure to communicate.

#32 Jared

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Posted 19 May 2011 - 06:38 PM

Don't worry. I drew it out icon_razz.gif

http://img685.images.../2060/mapfv.png

#33 Isdrakthül

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Posted 19 May 2011 - 06:44 PM

Well, what I'm getting from the picture is that the block puzzle in room 2 activates secrets in room 1, but you've said that this is not the case. Sorry I'm taking so long to get this.

#34 Jared

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Posted 19 May 2011 - 06:51 PM

That's what it's SUPPOSED to do, but when I walk into room 1 without doing the puzzle, the enemy is already killed and the secret is done.


#35 Isdrakthül

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Posted 19 May 2011 - 07:00 PM

The enemy is supposed to be in the same room as the puzzle; you use a Screen State Carryover to trigger secrets in the other room.

Other than that, I'm not sure what to tell you without having a clearer idea of the setup.

#36 Jared

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Posted 19 May 2011 - 07:42 PM

Oh wait, there IS no enemy in room one. There is one in room 2.
But, still doesn't work.

#37 Isdrakthül

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Posted 19 May 2011 - 08:06 PM

Well, I'm not sure what to tell you. I tested it myself and it worked.

Just to be sure, here are the steps:

1) Compile script.
2) Create FFC and assign script to it.
3) Input D0 and D1 values.
4) Set secrets to change the combo at position D0 to be combo number D1.
5) Add an enemy.
6) Enable the Enemy->Secret and Enemy->Secret is Permanent screen flags.
7) Set the Screen State Carryover to the desired map and screen.
8) Test.

Edited by Isdrakthül, 19 May 2011 - 08:07 PM.


#38 Jared

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Posted 19 May 2011 - 08:19 PM

Wait, what do i put in for D0 and D1? I think I didn't do that.

#39 Isdrakthül

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Posted 19 May 2011 - 08:26 PM

That would be the problem, then.

D0 is the position of the combo that triggering secrets alters on the screen with the block puzzle. If you scroll your mouse over a combo and wait, its position should be displayed.

D1 is the combo ID number of the combo that the combo at position D0 becomes when secrets are triggered.

For example, if D0 is set to 4 and D1 is set to 13, you should set it up so that triggering secrets causes the combo at position 4 to be combo number 13.

#40 Jared

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Posted 20 May 2011 - 05:36 PM

I'm sorry. I'm just going to use a timed warp, and make the character run across the room fast enough.
Sorry for wasting your time icon_frown.gif
Maybe you can send it to the database though!


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