VoidMage_Lowell said:
<INI does clear skipflags.
Lace said:Odd, because it fades in anyway.
Metalogz said:... you sure?
I'm pretty sure that skipflags are retained even after <INI'ing. Isn't that how the after-death events are called upon?
I tested it twice with a simple message box thing at the beginning.VoidMage_Lowell said:I assumed it did, but I went ahead and tested it anyways.
<INI does clear skipflags.
You mean would the death event run if the entity was deleted? {I can see some interesting boss fights/runs from this....}Lace said:next inane question: is there any way to end a boss fight besides killing it? (like, does dnp work?)
VoidMage_Lowell said:I tested it twice with a simple message box thing at the beginning.
It ran once, but then the skip flag would then turn on and it'd stop. Trying again would result in nothing. I did a <INI and tried it again and the message displayed itself....
Lace said:next inane question: is there any way to end a boss fight besides killing it? (like, does dnp work?)
Error and has to close...?goldenclaw13 said:Hey, I've created a teleport using codes from the game (Edited by me for the purpose of course), but everytime I try to use the door, it fades out normally, shows the next room's caption, and then causes an error and has to close. Any help anyone?
When I said that, I meant could you copy/paste the script from the editor onto a post for us?VoidMage_Lowell said:And what's the script look like for the second room?
#0051
<KEY<CNP0100:0000:0000<SOU0011<FAO0004<TRA0095:0500:0006:0008
#0090
<MNA<CMU0008<FAI0000<END
#0091
<MNA<CMU0008<FAI0001<END
#0092
<MNA<CMU0008<FAI0002<END
#0093
<MNA<CMU0008<FAI0003<END
#0094
<MNA<CMU0008<FAI0004<END
#0100
<PRI<FAO0004<TRA0002:0094:0125:0002
#0101
<PRI<SOU0011<DNP0101<FAO0004<TRA0002:0094:0125:0012
#0200
<KEY<FLJ1290:0201<FL+1290<MSGOho.<NOD<CLRA soldier from the surface?
Didn't expect to see you
here...<NOD
Where are the others?<NOD<CLR.....<NOD<CLRWhat's that?
Your memory's gone?<NOD
Heh-heh-heh...<NOD<END
#0201
<KEY<MSGWell, till your juice runs
out, have fun wandering.<NOD<END
#0202
<KEY<FLJ1291:0203<FL+1291<MSGSorry friend, but I'm afraid this door will cause an error.<NOD Don't go in there and you will be safe...<NOD<END
#0203
<KEY<MSGDidn't you already hear me say not to go in there?<NOD<END
#0500
<MNA<CMU0008<FAI0004<END
Well, nothing in the script looks wrong, though be careful using low event numbers. #0049 and below are used in the Head.TSC by default.
Hmm, so you tried making the new room by scratch? Hit the "New Room" button thingy and everything?
Well, try coping a different map and changing it to what you want it to be, and see if that works.
I remember Cave Editor being fickle about creating new maps completely from scratch, and I'm not sure if that was completely fixed yet or not...
You are such a newb...