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Flag glitch?

Jul 16, 2009 at 2:37 PM
Senior Member
"I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD."
Join Date: Jul 14, 2009
Location:
Posts: 155
I recently started a new mods, and tried to play with flags. I set my door's flag to 1 and the person's flag to 2. I set the door to go invisible if the Flag ID is set. And I set the person to be visible if the Flag ID is set. The problem is that the script and everything works, but the entities of the door and sprite don't appear/disappear. So, here's my script, and also, the person talking pauses for awhile before the next person talks.

Code:
#1000
<KEY<HMC<MS2             =????=<WAI0050<SMC<FAI0001<WAI0020<NOD<CLR<CLO

<KEY<MSG...<NOD
<MSG<FAC0024I see you have woken up, 
just like the rest of us here.<NOD
You probably should stay 
still, that witch will be 
here to check up on us 
sometime soon.<NOD<CLR
<WAI0100<FL+0001<FL+0002
<KEY<MSG<FAC0015Hmm...<NOD<CLR
<MSG<FAC0026What kind of robots
did the stupid humans
invent?<NOD 
We have hired our 
smartest professor
here and they said the
robots will wake up in
about a week.<NOD
It's been already six
months and not even
a single one is awake.<NOD<CLR
<FL-0002<FL-0001
<WAI0100<KEY<MSG<FAC0024Did you see that woman?<NOD
That's the stupid
witch who locked us
up here.<NOD
My other friend there
says that she will
dump us free if
she gets really fed
up.<NOD
I guess we just
have to wait.<NOD<CLR<END
 
Jul 16, 2009 at 4:42 PM
Lvl 1
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"Life begins and ends with Nu."
Join Date: May 28, 2008
Location: PMMM MMO
Posts: 3713
Age: 33
Unless I'm mistaken, changes involving flag ID's (like how they affect whether an entity is in the room) only work if the map you are in is refreshed, like if you walk out then come back in again, the person and door should do what you want. FlagID's are used so that the door script doesn't manually have to check the flags and delete npc's all the time. In this situation though, you'll have to delete and create your npcs manually in the tsc script.

FlagID's are more useful in a mod where you can go back and explore, since you can use them to get rid of npc's that would normally appear upon re-entering a map, but because npcs might dissappear because of storyline elements (like how all the mimigas in mimiga village disappeared after the waterway), flags ID's are useful. I didn't have a clue about how they worked when I first started modding and like you I was confused. You can see evidence of that in the linearity of my mods.
 
Jul 16, 2009 at 5:59 PM
Luls
"Bleep, Bloop, Bleep, Bloop"
Join Date: Oct 6, 2007
Location: I dunnos
Posts: 1584
GIRakaCHEEZER said:
Unless I'm mistaken, changes involving flag ID's (like how they affect whether an entity is in the room) only work if the map you are in is refreshed, like if you walk out then come back in again, the person and door should do what you want. FlagID's are used so that the door script doesn't manually have to check the flags and delete npc's all the time. In this situation though, you'll have to delete and create your npcs manually in the tsc script.

FlagID's are more useful in a mod where you can go back and explore, since you can use them to get rid of npc's that would normally appear upon re-entering a map, but because npcs might dissappear because of storyline elements (like how all the mimigas in mimiga village disappeared after the waterway), flags ID's are useful. I didn't have a clue about how they worked when I first started modding and like you I was confused. You can see evidence of that in the linearity of my mods.

Adding on, to get the immediate effect of it disappearing while at the same time having it not appear anymore in the future, you could always add a <DNP somewhere in the script that triggers the disappearance of the NPC/sprite.
 
Jul 17, 2009 at 6:22 AM
Senior Member
"I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD."
Join Date: Jul 14, 2009
Location:
Posts: 155
So is there any tutorials that can teach me how to accomplish to the door disappearing/person appearing effect without map refreshing?
 
Jul 17, 2009 at 6:29 AM
Level 73 Procrastinator
"Life begins and ends with Nu."
Join Date: Apr 6, 2009
Location: Forgotten Tower
Posts: 2052
Um, have you tried the Search Button at all?
It's a pretty simple fix. If you want something to appear instantly when you set a flag, manually do it with <CNP or something when the event setting the flag goes off.
Whenever they come back to the room, the set flag should work itself.
Not too complicated...
 
Jul 17, 2009 at 6:42 AM
Senior Member
"I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD."
Join Date: Jul 14, 2009
Location:
Posts: 155
VoidMage_Lowell said:
Um, have you tried the Search Button at all?
It's a pretty simple fix. If you want something to appear instantly when you set a flag, manually do it with <CNP or something when the event setting the flag goes off.
Whenever they come back to the room, the set flag should work itself.
Not too complicated...

I did search. But it didn't come up with any explanations.
Thanks, I'll try that.
 
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