//label
void changeHours(int intvalue)
{
sprintf(hours_remaining.text,"%i",intvalue);
}
//hours_remaining
changeHours(2);
makslane wrote:Look the docs:
http://game-editor.com/docs/scripting.htm
The only way to change a internal, or built in, actor variable in a global code is putting some reference, even a comment, in the caller script.
- Code: Select all
//hours_remaining
changeHours(2);
#SCOPE hours_remaining
changeHours(2);
// this function is called by the hours_remaining label
changeHours(2);
// hours_remaining.0
// hours_remaining.1
// hours_remaining.2
// hours_remaining.3
// hours_remaining.4
for(i = 0;i < numberOfActors;i++)
{
DoSomething(ActorName(i));
} ... etc.
Can you solve this by intercepting writes in the scripted code to actor variables and deliberately calling a routine to reflect these changes, no matter where it occurs from?
What about calling an actual function from global code, like VisibilityState?
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