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some one help Displaying 1-4 of 4 total.
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TheMaxx
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in my map switch event i have
int save_x,save_y;
void Mapswitch(int x,int y,string fname)
{
save_x=entity.tx[player]; save_y=entity.ty[player];
map(fname);
}
void InitMap()
{
SetPlayer(EntitySpawn(save_x,save_y,"CHRONO.chr"));
}
but when the character is supposed to teleport to
the new variable
e.g
event// 3,Warp Event!
{
MapSwitch(10,10,"inside.map");
}
the character in sted teleports to the variables of the
event initiating the teleport
could some one please help me
Posted on 2001-05-11 23:00:21
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TheGerf
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OK, I'm not entirely sure how this should work, but I have an idea.
When you use this line:
save_x=entity.tx[player]; save_y=entity.ty[player];
it stores the CURRENT coordinates of the character.
Instead, you should use:
save_x=x; save_y=y;
I'f I'm wrong, sorry... I'm tired.
TheGerf, not just any gerf.
Posted on 2001-05-11 23:11:13
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grenideer
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you're saving the wrong locations. You can also save a variable for entity.facing in the function, so he starts on the map facing the way you want (useful for going through doors and stuff like that). A lot of people usually include a fade option as well.
Posted on 2001-05-12 00:56:18
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jesusfreak
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here:
define 2 ints in your system.vc...
int worldx, worldy;
ok, now goto your map switch:
event
{
worldx = 5; /*this is the tile on the new map you want to land in*/
worldy = 6; /* same thing, Y coordinate in tiles though*/
map("thenewmap.map");
}
now, in thenewmap.map's vc file...
event
{
entityspawn(worldx, worldy, "bob.chr");
}
see how that works? !
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Posted on 2001-05-16 19:59:02
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Displaying 1-4 of 4 total.
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