messages and time

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AuthorTopic: messages and time
Master
Member # 5977
Profile Homepage #0
There is this nice Empire fort, in which sits the chief Empire liaison for Riverrod province. Then this big enemy army comes and destructs the hole fort and its soldiers, and the empire liaison. i just want to let the party knows this is happening. What I want, is a message like with the destruction of the tower of magi. A warning so you know what's happening, and to let the party come to the fort (although they can only hwatch and enjoy the cutscene). I haven't looked in a scenario for examples, because of the simple reason I wouldn't were to look and were even to start looking. So, the question is: How do imake such a message, and in which script do I put them? Scenario script (that's were I put a special node setting a flag at a certain day, but I don't know if this is good or bad)?

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Where the rivers meet
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Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Infiltrator
Member # 5576
Profile Homepage #1
I would put a check in the START_STATE of the scenario script, when a certain date and time is reached, display a dialog box to tell the party where to go (Also set any necessary flags, etc). Then, when the party arrives in the correct town start the cutscene, say, from the INIT_STATE of that town script.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Master
Member # 5977
Profile Homepage #2
But how often is the START_STATE run? Is it every time you move, or only when you enter the scenario? I think its the former, because the dialog box I put to appear upon entering the scenario is in the START_STATE and it only runs once: The one moment you enter the scenario.

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Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00
Shock Trooper
Member # 5459
Profile Homepage #3
Are you sure you're using the START_STATE and not the START_SCEN_STATE? Because the START_STATE does run every turn.

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Posts: 211 | Registered: Sunday, January 30 2005 08:00
Master
Member # 5977
Profile Homepage #4
Hmmm. I'll check that. I'll edit when I've checked it out. Thanks for pointing this out. Didn't know there was a real difference.

EDIT: Yes, you were right. it was in the START_SCEN_STATE. So then putting it in the START_STATE is a good idea. Thanks all!

[ Sunday, October 23, 2005 09:19: Message edited by: Thralni, emperor of Riverrod ]

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Play and rate my scenarios:

Where the rivers meet
View my upcoming scenario: The Nephil Search: Escape.

Give us your drek!
Posts: 3029 | Registered: Saturday, June 18 2005 07:00