Hmm, a question on calling events.

Jul 18, 2009 at 9:35 AM
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"I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD."
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How to dis/appear entities/NPCs without map refreshing?

No spoilers :(

So anyway, refer to my question below.
 
Jul 18, 2009 at 10:31 AM
Cold Agony of Resolute Vacuum
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Your script is broken because all numbers in commands have to be a 4-digit value. It should be:

Code:
#0100
<KEY<MSG<TURDo you want to deactivate 
the forcefield?<YNJ0101
<MSGAttempting to deactivate 
the forcefield<WAI0050.<WAI0050.<WAI0050.<NOD
<MSG<TURDeactivation failed.<NOD
<TURTry again?<YNJ0101
<MSGAttempting to deactivate 
the forcefield<WAI0050.<WAI0050.<WAI0050.<NOD
<MSG<TURDeactivation failed.<NOD
Try again?<YNJ0101
<MSG<TURMemory overloaded.
Forcefield deactivated.<NOD
<QUA0020<CNP0013:0000:0001<CLR

#0101
<KEY<MSG<TURGoodbye.<NOD<CLR<END
Also, the first value of <CNP is the ID of the entity, not it's type.
The entity needs to be tagged (like the terminal) with a value, say 109.
The ID is then called in the script, ie. <CNP0109:0000:0001
 
Jul 18, 2009 at 10:44 AM
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"I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD."
Join Date: Jul 14, 2009
Location:
Posts: 155
DragonBoots said:
Your script is broken because all numbers in commands have to be a 4-digit value. It should be:

Code:
#0100
<KEY<MSG<TURDo you want to deactivate 
the forcefield?<YNJ0101
<MSGAttempting to deactivate 
the forcefield<WAI0050.<WAI0050.<WAI0050.<NOD
<MSG<TURDeactivation failed.<NOD
<TURTry again?<YNJ0101
<MSGAttempting to deactivate 
the forcefield<WAI0050.<WAI0050.<WAI0050.<NOD
<MSG<TURDeactivation failed.<NOD
Try again?<YNJ0101
<MSG<TURMemory overloaded.
Forcefield deactivated.<NOD
<QUA0020<CNP0013:0000:0001<CLR

#0101
<KEY<MSG<TURGoodbye.<NOD<CLR<END
Also, the first value of <CNP is the ID of the entity, not it's type.
The entity needs to be tagged (like the terminal) with a value, say 109.
The ID is then called in the script, ie. <CNP0109:0000:0001

Ok, luckily you're the only one to see, this. And actually, the problem was the starting event, it had no <END so everything was glitchy :/

Can you help me with the disappearing entities without map refreshing?
 
Jul 18, 2009 at 11:02 AM
Senior Member
"I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD."
Join Date: Jul 14, 2009
Location:
Posts: 155
DragonBoots said:
Sure.

To delete an entity, just add a <DNPXXXX

To keep is diappeared, add a <FL+XXXX

The Xs in <DNP are the entity you wish to disappear.

The Xs in <FL+ are a flag. When you choose the entity flags and such, add a flag ID that is the same as the one used for <FL+, and select "Invisible if FlagID is set" option. This way, after the <FL+ sets the flag, the entity will remain hidden when the map refreshes.

You can also use <CNPXXXX:0000:0000, where again X is the entity ID.
Use this if you plan to make the entity re-appear.

And regarding an <END, it isn't required if you jump to another section before the script ends.

As in:

#0100
<KEY<MSG
Hi!<NOD<CLO
<EVE0101

#0101
<MS2
lulz<NOD<CLO<END

Is correct.

What if I want them to appear again? Or appear for the first time when it's not there when the map starts.
I tried <CNP and <DNP, they both don't work.
 
Jul 18, 2009 at 11:06 AM
Cold Agony of Resolute Vacuum
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
Join Date: Jan 1, 2008
Location: Elsewhere
Posts: 1973
Note to self: make sure you go to right topic before posting.
Note to anyone who might say Gaajashin double-posted: My bad, moved my post to the Script Helpdesk. ^^;
 
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