Argh
I have an object which spawns the following script when touched:
void main( void )
{
freeze(1);
fade_down();
say_stop("&vision", 1);
&vision += 1;
say_stop("&vision", 1);
sp_x(1, 520);
sp_y(1, 200);
sp_dir(1, 4);
//load_screen();
draw_screen();
say_stop("&vision", 1);
draw_status();
freeze(1);
fade_up();
unfreeze(1);
kill_this_task();
}
&vision changes from 0 to 1, but draw_screen seems to change it back. I could probably use force_vision or something, but I was wondering if this "bug" (hardly a bug) was well known.
I think the vision-changing-with-fadedown effect was done a lot in SoP, seemingly to redraw hardness...
void main( void )
{
freeze(1);
fade_down();
say_stop("&vision", 1);
&vision += 1;
say_stop("&vision", 1);
sp_x(1, 520);
sp_y(1, 200);
sp_dir(1, 4);
//load_screen();
draw_screen();
say_stop("&vision", 1);
draw_status();
freeze(1);
fade_up();
unfreeze(1);
kill_this_task();
}
&vision changes from 0 to 1, but draw_screen seems to change it back. I could probably use force_vision or something, but I was wondering if this "bug" (hardly a bug) was well known.
I think the vision-changing-with-fadedown effect was done a lot in SoP, seemingly to redraw hardness...
Yep, draw_screen will reset the vision to 0. Otherwise you would have to keep track of visions a LOT more ... make sure that you reset the vision every single time you go to a new screen, and other horrors.
The only way to modify a vision is in the base script of a screen. This is run before it is actually 'drawn', but after the vision is reset to 0.
The only way to modify a vision is in the base script of a screen. This is run before it is actually 'drawn', but after the vision is reset to 0.
August 20th 2004, 07:16 PM

MiloBones


Thank you... I had figured that load_screen might set it to 0.