Vision problem and stuff in the haddeluff
void main( void )
{
if (&story == 2)
{
&vision = 1;
}
if (&story >= 3)
{
freeze(1);
&vision = 1;
say_stop("All that smoke made me sleepy, and I'm still getting more sleepy.", 1);
fade_down();
wait(10000);
force_vision(2);
fade_up();
say_stop("Oh man, I fainted.", 1);
unfreeze(1);
kill_this_task();
return;
}
}
In this script is the vision supposed to get forced while its fade down, but when it fades up again will the script only start over again lol
That's because you should force vision in a seperate script that's attached to the screen. You should create the cutscene, change a variable before the screenfade, then do the screenfade and the script that's attached to the screen should check for that variable and change the vision accordingly. When the screen fades up, the vision has been changed and you can continue the cutscene. Oh, and it's better to use & vision = ... instead of force_vision(...) anyway, though it's probably fixed in v1.08 anyway

But I can only use &vision = 2; if I leave and enter the screen, or will it has same effect as force_vision? ( like so it changes even if you dont leave the screen)
edit:
SHall I use Spawn("test); and then put the force_vision(2); in the test.c document and then just spawn it?
edit2:
I just found out that the script restarts everytime it runs Force_vision(2); ANy idea why?
edit:
SHall I use Spawn("test); and then put the force_vision(2); in the test.c document and then just spawn it?
edit2:
I just found out that the script restarts everytime it runs Force_vision(2); ANy idea why?
Maybe it runs the script because force_vision(); reloads the screen. I never use force_vision(); though.
But how else am I going to get the vision change without leaving the screen? A fire is supposed to be gone while you have fainted so I can't leave any screens

You can but you need to make use of a script attached to a screen, like:
void main(void)
{
if (&var == 1) { &vision = 2; }
kill_this_task();
}
Now in your cutscene script, after the fade_down, set &var to 1 and reload the same screen. Now, it'll display vision 2 which has a different scene
void main(void)
{
if (&var == 1) { &vision = 2; }
kill_this_task();
}
Now in your cutscene script, after the fade_down, set &var to 1 and reload the same screen. Now, it'll display vision 2 which has a different scene

Does it have to attached to the screen or can I have it in a tee or something since I allready has a script attached to the screen.
Well, you can add that part of the code to the script attached to the screen. Just take the if part and the kill_this_task(); at the end and place it in that script.
Ok, I am totaly not wqith you now, could you please log into MSN and just help me 1 min? lol
Couple things...
The force_vision command doesn't work. At all.
The only way to change visions is to set the &vision variable in the base script to a screen.
So, in order to do what you want to do, you'd have to use this as your base script:
void main( void )
{
if (&story == 2)
{
&vision = 1;
}
if (&story == 3)
{
&vision = 1;
wait(1);
freeze(1);
say_stop("All that smoke made me sleepy, and I'm still getting more sleepy.", 1);
fade_down();
wait(10000);
&story = 4;
draw_screen();
}
if (&story == 4)
{
&vision = 2;
wait(1);
fade_up();
freeze(1);
say_stop("Oh man, I fainted.", 1);
unfreeze(1);
&story = 5;
}
}
The force_vision command doesn't work. At all.
The only way to change visions is to set the &vision variable in the base script to a screen.
So, in order to do what you want to do, you'd have to use this as your base script:
void main( void )
{
if (&story == 2)
{
&vision = 1;
}
if (&story == 3)
{
&vision = 1;
wait(1);
freeze(1);
say_stop("All that smoke made me sleepy, and I'm still getting more sleepy.", 1);
fade_down();
wait(10000);
&story = 4;
draw_screen();
}
if (&story == 4)
{
&vision = 2;
wait(1);
fade_up();
freeze(1);
say_stop("Oh man, I fainted.", 1);
unfreeze(1);
&story = 5;
}
}
Thank you very much, sir. And thank you VERY much simeon
