One at a time
Author | Topic: One at a time |
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Apprentice
Member # 4268
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written Thursday, June 17 2004 01:31
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Does anyone know how to get an Item to do only work for one turn then go away. I'm trying to make a wand which, once you use it, it turns on the set_total_visibility call. But I only want to do this once a turn so when you use it turns on the toatl visibility and then once you move it turns itself back off. It's not seeming to work for me am I doing anything wrong. Heres the code it looks wrong but I'm not sure what to change. Please Help! Anyone? [ Thursday, June 17, 2004 01:57: Message edited by: Drakon Master ] -------------------- He strikes silently with large claws..........and webbed feet! Posts: 24 | Registered: Thursday, April 15 2004 07:00 |
...b10010b...
Member # 869
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written Thursday, June 17 2004 04:16
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You may need to refresh the screen. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Post Navel Trauma ^_^
Member # 67
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written Thursday, June 17 2004 10:36
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pause() should be pause(40) or something, depending on how long you want to wait. -------------------- Barcoorah: I even did it to a big dorset ram. desperance.net - Don't follow this link Posts: 1798 | Registered: Thursday, October 4 2001 07:00 |
Shock Trooper
Member # 3022
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written Thursday, June 17 2004 16:03
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Put something in START_STATE of your scenarioscript? (Start_state runs every turn. So you can have the wand set SDF, which start_state checks for the next turn and deactivates full visibility. I haven't tried, but should work. Though I think you need to be very careful of a wand of this type: in some cases, it could be ugly, indeed.) [ Thursday, June 17, 2004 16:06: Message edited by: FZ ] Posts: 269 | Registered: Saturday, May 24 2003 07:00 |
Triad Mage
Member # 7
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written Friday, June 18 2004 00:47
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Yes - you'll need something that checks every turn for the wand being 'on', so it can turn it off, either that turn or the next. Alternatively, you can make a special node area the size of the town, and if stepped on, it turns visibility off. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Shock Trooper
Member # 4180
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written Friday, June 18 2004 01:53
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quote:Don't think that would work... you have to exit the special rectangle and re-enter it before it would be activated again, since you'd almost certainly already be IN the special rect when you use the item. Very creative idea, though. :) If you can't get it to work the way you want with the pause() and by adding a coupla force_instant_terrain_redraw()s, you're pretty well going to have to go the route of turning it off at the start of a turn if a particular SDF is set, I think. -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Shaper
Member # 22
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written Friday, June 18 2004 07:19
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That particular "feature" of BoA bugs me to the extreme. I'm hoping that we can choose which kind of rectangle we want in future versions. Posts: 2862 | Registered: Tuesday, October 2 2001 07:00 |