Re: Screenmatch in WinDinkEdit. What does it do?
I'd like to know what screenmatch does. I've read some reviews and when people talk about trees sometimes, they say stuff like "The trees were not placed with screenmatch on.". What does screenmatch actually do? I'd like to know so I can make my D-Mods as good as they can be.
When you want to put down something that can be seen on multiple screens, screenmatch does it automatically. All you need to do is put down the sprite and screenmatch will do the rest. It has to be turned on first, though.
So for example, you place a tree down on the edge of a screen so you can only see about half of it, and if you have screenmatch on, then it'll appear on the other screen? Same with houses?
What about burning the trees. Will they appear burned on both screens? It's really tacky when they aren't. Like in the original game.
What about burning the trees. Will they appear burned on both screens? It's really tacky when they aren't. Like in the original game.
What about burning the trees. Will they appear burned on both screens? It's really tacky when they aren't. Like in the original game.
No. That's about the only thing that won't work by using screenmatch. However, you could use a script with the tree and change the sprite so that when one half of the tree is burnt, the other half the tree could also be burnt by changing the sprite, via script usage.
No. That's about the only thing that won't work by using screenmatch. However, you could use a script with the tree and change the sprite so that when one half of the tree is burnt, the other half the tree could also be burnt by changing the sprite, via script usage.
I was thinking aout doing that. It can't be too hard. You'd just need a variable for Every SINGLE TREE!! At least I think you would anyway. Oh well, thanks Znex. You've been a big help! (And in less than half an hour!)
However, you could use a script with the tree and change the sprite so that when one half of the tree is burnt, the other half the tree could also be burnt by changing the sprite, via script usage.
Personally, I try to avoid placing burnable trees on the edges of the screen. It irritates me when you burn a tree, only for the top/side of it to remain magically intact.
Personally, I try to avoid placing burnable trees on the edges of the screen. It irritates me when you burn a tree, only for the top/side of it to remain magically intact.
I really don't like the idea of only 200 variables. They should make more so then you could attach a script to every tree saying if it's burned then set the variable to one. Then on the other side, if the variable is one, change the seqq/frame to make it burned.
Well, there are already the editor type/seq/frame things. And those can be used for neat scripting tricks too. Not to mention what a mess would it make to attach a global variable to every single tree on the map. But the 200 variable limit is still rather annoying and restrictive.
So, how do you actually use the editor type/seq/frame things to do what I would like so you can burn a tree, then on the other side it will be burned? I don't get the editor thing. Could someone explain the whole idea of that for me as well?
You meant that only the pines that are screenmatched should have the burnt/not burnt variable assigned to them? Well, that makes more sense. You can only use editor types and stuff for a sprite on a single screen.
But anyway, assigning different scripts to every burnable tree would be tedious at best. Not to mention how many variables would it take on a large map.
But anyway, assigning different scripts to every burnable tree would be tedious at best. Not to mention how many variables would it take on a large map.