lcl wrote:Zivouhr wrote:p.s. One more thing about VisibilityState.
When you use the setting "DISABLE", the actor is both invisible, and won't receive any collision events.
When you use the setting "DONT_DRAW_ONLY", the actor is invisible, but will be able to receive collision events.
Good tip. I'll keep it in my "how to" notes. Thanks.
One last question if you have a few minutes to spare. Saving and loading Multiple different sets of Clone groups separately in the same save event:
With the success of these codes, I want to add additional groups of clones separate from the original set to the "s" save keydown event. In other words, Treasure.0's clone set and then Bonus.0's separate set.
Here's how I thought it might work, but haven't been able to get it to approve yet as Script Error is asking me for a ) and a ; on line 3.
Player/keydown/s/script editor:
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int i, i2; //I'm guessing each unique set of clones needs a separate "i" integer?
char temp[256], temp2[256]; // should I create another temp for the new set of clones separate from the first clones?
for(i=0; i<500; i++), (i2=0; i2<36; i2++); //this is probably wrong, as line 3 has a warning, expecting ; and )
Then underneath I have the sprintf details as before, only separated for each section and an error code didn't appear for that so far.
Thanks for any tips you can offer and don't worry about a fast response as I know you have other things to do as well.
I will test out some variations and see if I can figure out the set up by reading more into the C language scripting info out there on the net, too.
And finally, not to get off topic; but I have a save score system for these treasures and items, so when you gain each treasure, you get points, but the tricky part is to get those points to reward a free life, 1UP, extra life, bonus life as they call it when you hit certain point marks, like say hitting 10, 000 points, and then you gain a free life. Or even 10,001 points.
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score.textNumber+=100;
I have the scoring bonus arrive at high score point intervals:
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if (score.textNumber==1000)
{
lives.textNumber+=1; // and it plays sound also, but I didn't code that here to keep it simple)
}
if (score.textNumber==2000)
{
lives.textNumber+=1; // and it plays sound also, but I didn't code that here to keep it simple)
}
if (score.textNumber==5000) //10,000, 20,000, 100,000, 1,000,000, etc...
{
lives.textNumber+=1; // and it plays sound also, but I didn't code that here to keep it simple)
}
The tricky part is, I also tried to make it so you can hit any number at or above 1000 points for all variations of point rewards earned, but sometimes it doesn't reward a free life, when say the points are 1,001 points, since my coding doesn't give it freedom it seems.
I tried
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if (score.textNumber>999)
{
lives.textNumber+=1; // and it plays sound also, but I didn't code that here to keep it simple)
}
That seemed more flexible, but then not exactly sure how to make it stop give free lives every point gained after 999 or 1000 points.
Was thinking maybe:
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if (score.textNumber>999<1999) //can't quite seem to get this syntax right or the functions to use for it.
{
lives.textNumber+=1; // and it plays sound also, but I didn't code that here to keep it simple)
}
You've done very much to help, so no worries if you don't have time to respond, as life can get very busy for all of us with other things. Thanks LCL.
I'm pretty positive this score question would be the last thing, along with saving different sets of different clone groups.