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Stuff I'd like to see in WinV2 Displaying 1-6 of 6 total.
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Omni
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How about fixing mosaic()?
Posted on 2002-01-13 17:30:14
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Omni
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It's not something from previous V2, but it is handy, considering I'm told that Switch is buggy.
Posted on 2002-01-13 17:31:17
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Wyrdwad
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I dunno if it already exists in V2 or not (if so, it's not documented), but a means of changing the CHR associated with an entity would be nice (basically, an entity.CHR function), and probably very easy to add.
And also, a means of spawning and destroying entities within VC... i.e. in Forgotten Kings, I'm going to be using a Zelda-like screen-by-screen movement system, and each time you advance to a new screen, one to four enemies will be spawned, with chase distances set to 2 or 3. If you should collide with one of these enemies, an appropriate random battle will ensue. I can do this without the ability to spawn/destroy entities, but only if I have the ability to change their CHRs... so you see my dilemma! (:
-Tom
Posted on 2002-01-14 02:21:12
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rpgking
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...I think in one of the later versions of V2 that aen did, a ChangeCHR() function was added.
I just tried compiling it with WinV2, and it actually compiled. But I haven't tested it out on an actual entity to see if anything really happened. You can test it though. Here's the syntax:
ChangeCHR(int index, string chrname)
e.g. ChangeCHR(0,"hero.chr");
And like I said, this DID compile but I didn't test if it actually did something...
-rpgking
Out of clutter, find simplicity.
-Einstein
Posted on 2002-01-14 04:02:48
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TheGerf
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else if
So I don't think that elif is a big deal. I'm pretty sure that they will fix the switch when they make the new vc though.
TheGerf, not just any gerf.
Posted on 2002-01-14 15:14:10
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Omni
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Posted on 2002-01-14 15:43:33
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Displaying 1-6 of 6 total.
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