IM SO STUPID!

Thanks everyone, i got it to work with your help!

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(This message has been edited by bodadem (edited 04-15-2003).)

Place the NPC via a map event when the player enters the location. Have this event check a variable to place the NPC. Attach a death event to the NPC that causes this variable to be invalid. Voila.

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A tomb now suffices for him for whom the world was not enough.

See the medieval demo, when you kill the wyvern you get thanked by the princess and then and only then does she appear in town,

variables hold a value, to change their value u use a change global action.
the engine has built in variables some of which u can use attribute wizard to change them.

The point of variables is to test them, to make certain outcomes occur when they have certain values.
lets say you have a variable
gb_health
(take heed you can negate the stamina variable and its outcomes like so, simply refill the stamina to an insane value and refill it regularly to prevent bottoming out)
and you define that;
5 equals great
4=good
3=fair
2=poor
1=deathly ill
0=dead
well you use conditional actions to test these and based on what conditions you set a linked action fires.
for instance when gb_health equals 0 you want to change the player's appearance to being semi transparent with a halo over head.
then you'd test (using a conditional) and use a player map icon as the linked action fro it being true, and an end event action to kill it....etc its all in the manual, and experience through trial and error is golden and saves me from typing.

this is accomplished using a global and using a conditional to check the global,
ie conditional if monster_0075 = 1 then npc control place monster_0075 at coord's (x,y) else end event

1 here means that the creature is alive, 0 means dead. (true/compliment form)
note: the actual setting of the variable should be done with a change global action in the NPCs death event.

note: this can be thoroughly expanded to spawn artifical populations, ie you kill off an NPC in its death event it spawns more of a random kind at random locations of random types in the map, great for ...well you figure it out these ideas aren't free! I require emeralds,silver and amber.

this event is best called during the given location's local initialization event.

this may require substantial variables if you plan on killing off massive amount of NPCs/entities but if its integral to the game play then it is indeed worthwhile.

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... That staples it.

Aye, it IS globals. First go into the game options (the checkbox thingy) and add a global. Call it what you will.
NOTE: it's initial value is 0. Anyway, then, in the event where you kill the NPC add another action: Change Global. Change your global to some number (5 is good) and then open up the location (not the map itself, but the location that contains the preview picture, etc.) that the NPC exists in. Add a conditional (under the local events section) that says if the global you defined = the number you set it to when you killed the NPC then do ACTION. Now make the action, which is a simple remove NPC (or kill, whichever you want).

NOTE: If you have multiple NPCs with the same name you will have problems. Be advised.

EDIT: Beaten!

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CI-I@()s
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(This message has been edited by CI-Ia0s (edited 04-14-2003).)

Quote

Originally posted by bodadem:
~snip~ Thanks in Advance

The title of your topic says it all. You now have eight topics about the same game in the past five days. You going for a new record?

Quote

Originally posted by bodadem:
i wasnt aware of that... LOL LMFAO BRB !!!!!

You want help? Don't bite the hands that feed you. And learn to use the edit feature instead of double posting.

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My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
Find those areas you missed the first time around. You'll want to explore those hidden areas now made accessible with Spells Expander.

(This message has been edited by Rubber Ducky (edited 04-15-2003).)

Somebody wanna tell me how to use the edit feture then?!

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Quote

Originally posted by bodadem:
**Somebody wanna tell me how to use the edit feture then?!
**

Posted Image

Image is not coming up right, but right above where your post appears is a button marked "edit" which, when clicked, lets you add to or change what you have posted. Try it, you'll like it.

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My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
Find those areas you missed the first time around. You'll want to explore those hidden areas now made accessible with Spells Expander.

(This message has been edited by Rubber Ducky (edited 04-15-2003).)

Quote

Originally posted by CI-Ia0s:
**
NOTE: it's initial value is 0.
**

Actually its not 0 its blank. Global dont have a value til you assign one

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See Coldstone_Tips at: (url="http://"http://coldroom.150m.com/CGE_Stuff/CGE_Tips.html")CGE_Tips(/url)

Quote

Originally posted by straytoaster:
Actually its not 0 its blank. Global dont have a value til you assign one

Yep. An uninitialized global has a value of NULL, which is non-existant. If you print the global in a dialog box then nothing will be displayed(it will be blank). If you use it in a mathmatical equation, then the value will be equal to 0.

You can treat a NULL value as 0 as long as you understand that it isn't really 0. There is a difference between NULL and 0, but in a math equation it can be overlooked.

A good thing to do, however, is to initialize your globals. Run a quick check on them at the beginning of your event to check if the value is between -1 and 1, and if so then set it to 0. This will assign the value "0" to your global and it will no longer be NULL.

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