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Slime Knight
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Hit the Lights 
 PostMon Oct 10, 2011 9:25 pm
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Please divert your attention from the lame Metallica pun.

This topic (and the pun) relates to a little plotscripting trouble I'm having.

A script, activating when you enter a certain area, is supposed to dim the lights in an area, as if a power fuse had blown.

There is another area within this base that lets you reactivate the power to it, and therefore turns the power back on.

Now the problem comes in:

Whenever I enter the room that Autoruns the light-dimming script, the lights go out again.

Is there any possible way I could bypass this once the light-turning-on script is activated? To help, (I'm not sure if it will), here is the script I am using currently:

Code:
plotscript, PowerDown, begin

suspend player
suspend random enemies

reset palette
update palette
tweak palette (-20, -20, -20)
update palette
show text box (279)

resume player
resume random enemies

end


fairly small, but this shuts of the power and gives an alert. Now i just need a script that bypasses the autorun after the power is on...
Metal King Slime
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 PostTue Oct 11, 2011 2:43 pm
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There's no point/need to suspend player actions and random enemies if the player can't actually move for the duration of the script.

Also, get rid of both the "update palette" commands in the script. I believe that this will bypass the normal fade in when entering the map, causing it to appear instantly. The palette will fade in (to the tweaked palette) anyway. Am I wrong?

This is how you check a tag:
Code:
plotscript, something, begin
  if (check tag (tag: lights on) == false) then (
    # dim the lights...
  )
end
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