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Simple enough question.. ( the subject)
HELP!!!!!!
------------------ Albadar - - - - - - - - - - Just trying...
Quote
Originally posted by Albadar: Simple enough question..
Globals and conditionals. (Simple enough answer.)
------------------ 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. Have you been everywhere?
Originally posted by Rubber Ducky: **Globals and conditionals. (Simple enough answer.)
**
Got globals, got conditionals. NEXT!!! he he
Originally posted by Albadar: Got globals, got conditionals. NEXT!!! he he
If you placed your NPCs onto your map via the map editor, then it isn't possible. Those NPCs are considered "generic" NPCs and do not disappear.
UNLESS
If you create a local event and, if the correct global has been tripped then your conditional will call an NPC_Control action to delete the NPC in question.
(edit) Changed "load call" to "local event" as it is more proper in this situation (/edit) ------------------ (url="http://"http://stark.evula.net/pogwalkthrough.htm")PoG Walkthrough and Compendium(/url) | (url="http://"http://stark.evula.net/plugins/dev_tools.htm")PoG Dev Tools(/url) | (url="http://"http://stark.evula.net/plugins/spells_expander.htm")Spells Expander(/url) (url="http://"http://stark.evula.net")Stark.evula.net(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://mail.ambrosiasw.com/mailman/listinfo/coldstone_dev")Coldstone-dev mailing list(/url) | (url="http://"http://ucplugs.evula.net/pog.html")PoG Upcoming Plug-Ins Directory(/url)
(This message has been edited by Stark Bledfast (edited 06-04-2003).)
Originally posted by Albadar: **Got globals, got conditionals. NEXT!!! he he
If gb_NPC < 1, place NPC. Kill NPC (action link) set gb_NPC = 1. NPC stays dead.
Originally posted by Stark Bledfast: If you create a load call and, if the correct global has been tripped then your conditional will call an NPC_Control action to delete the NPC in question.
(/B)
So you saying one global for each NPC? Ouch! Is that the only way?
Originally posted by Albadar: So you saying one global for each NPC? Ouch! Is that the only way?
Of course. How else is the engine supposed to know which NPCs you want to load everytime the map is loaded, and which ones you don't?
Make a global, have the NPCs death event trip it, and in your local event check to see if the global is tripped and, if it is, remove the NPC.
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Originally posted by Stark Bledfast: **Make a global, have the NPCs death event trip it, and in your local event check to see if the global is tripped and, if it is, remove the NPC.
I can't get the death event (in the NPC) to run anything unless it wants to drop an item also.
Originally posted by Albadar: **So you saying one global for each NPC? Ouch! Is that the only way? **
This is also true for items placed on a PoG map in plug-ins. I have 340 of the same item scattered around the Kingdom of Garendall. Each has its own global so that it does not re-appear every time the player enters the map. There are 340 uniquely numbered globals to accomplish what I want. This is all because "remember" doesn't remember load calls.
Originally posted by Albadar: I can't get the death event (in the NPC) to run anything unless it wants to drop an item also.
Why not?
Death events work fine for me, with a couple exceptions due to bugs.
Don't understand what you're trying to do. If you put a "change global" in the death event it should do just that.
Thanks to both of you for answering so quickly. Ok! I need one global for each NPC.
In the map event (map location Initializtaion), I have the following: If gb_This1Dead=0 then nothing (he's already dead) else NPC control (place the guy on the map) If gb_This1Dead2=0 then nothing (he's already dead) else NPC Control (place this other guy on the map)
In the NPC death event I have the following: Drop item If gb_This1Dead >=1 then gb_This1Dead = 0 else gb_This1Dead2 = 0
Either of the guys will kill the first one off, the second guy to die is supposed tokill the second guy off. Unfortunately, it doesn't work unless the an item is dropped by the NPC. So what gives? PLEASE!!! Just tried it this way, doesn't work still........ (Edited for continuity) ------------------ Albadar - - - - - - - - - - Just trying...
(This message has been edited by Albadar (edited 06-04-2003).)
Originally posted by Albadar: Either of the guys will kill the first one off, the second guy to die is supposed tokill the second guy off. Unfortunately, it doesn't work unless the an item is dropped by the NPC. So what gives? PLEASE!!!
Are the NPCs different or the same?
Also, why are you calling 0 dead and 1 alive? Are you setting the global to 1 somewhere else? You do realize that until you give a global a value that for all purposes it has the value of 0. Personally, I'd make 0 dead and 1 be alive. Then by default the NPC is alive until the global is changed.
Originally posted by Stark Bledfast: **Are the NPCs different or the same? **
Ok, my mistake. ( I was in a hurry to get the info down so you could see it and .....) The globals are 0=dead and 1 =alive. I set the globals to 1 in the main.cet.
Yes both the NPC are the same.
Originally posted by Albadar: ~snip~
Let's look at the ten Cyclopes in PoG who hold Dernath at bay. Each Cyclops has a unique number. They cannot be all the same. If you enter that square and kill #s 3 & 5, and then leave the square, #s 3 & 5 will not appear when you re-enter. Each Cyclops is placed by a load call at a specific location. It doesn't take any old cyclops off when killed, it take a paticular one off. Does this make sense now?
Originally posted by Rubber Ducky: **Let's look at the ten Cyclopes in PoG who hold Dernath at bay. Each Cyclops has a unique number. They cannot be all the same. If you enter that square and kill #s 3 & 5, and then leave the square, #s 3 & 5 will not appear when you re-enter. Each Cyclops is placed by a load call at a specific location. It doesn't take any old cyclops off when killed, it take a paticular one off. Does this make sense now?
Oh yes. Both NPC's are side by side. So you have to kill them both before you can exit the map. I understand that you have different #'s for each. I just can't figure out how to kill them and keep them that way, so the game knows that they are gone. (otherwise you could run right past them)
Originally posted by Albadar: **Oh yes. Both NPC's are side by side. So you have to kill them both before you can exit the map. I understand that you have different #'s for each. I just can't figure out how to kill them and keep them that way, so the game knows that they are gone. (otherwise you could run right past them) **
Ok, you have two look-alike NPCs side by side. Tweedledum gets killed, Tweedledum's global gets set when he dies. Now you kill Tweedledee, he has his own global. If you kill just Tweedledum, then Tweedledee will still be there when you return.
Originally posted by Rubber Ducky: **Ok, you have two look-alike NPCs side by side. Tweedledum gets killed, Tweedledum's global gets set when he dies. Now you kill Tweedledee, he has his own global. If you kill just Tweedledum, then Tweedledee will still be there when you return.
Wait! I have to have two NPCs???? Does it matter if Tweedledum is killed first or second if the Indetical NPC shows up as Tweedledee?
Originally posted by Albadar: **Wait! I have to have two NPCs???? Does it matter if Tweedledum is killed first or second if the Indetical NPC shows up as Tweedledee? **
For the game to remember, yes, there have to be two identical NPCs. Each will have its own global. It doesn't matter which one gets killed first, but the engine has to "know" about each separately. You could have the load call delete one of two, but it decides which one to delete and that's a lot less workable.
Okay, I have tried RDs susgestion. 2 NPCs and 2 Globals.
Since I have been tring to get this to work for 2 days now, I have created a shortcut in main that takes me straight there. I have also added a dialog that not only tells me where I am, but the 2 globals as well. I now have two NPCs, one for each global, each is identical. Death event changed to: drop item gb_This1Dead=0 or gb_This1Dead2=0 depending on the NPC.
I checked the globals before I killed one. Then after. Then killed the second one. And checked again. The globals don't change, neither one of them. If I exit the map and come back, both NPCs are still there confirming they haven't changed.
How can I make it drop an item everytime I kill one of them?