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Reply to Re: How To: High Score Saving (w/ Mayhem Implementation)

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August 6th 2003, 10:37 PM
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Paul
Ghost They/Them
 
I guess I didn't quite explain. I meant instead of using editor_type. In the barrel example, the script would flaten it if the editor_seq is equel to the current game's ID, which it would be set to when you get it. Then you could use editor_frame if for any extra data, (but most things only have two states anyway). The only hard part to simulate would be the editor type to die and come back later, something most arcade games don't need much anyway.

And thanks for the bugs, I suppose I'll have to release a patch/updated version at some point. Maybe I'll even try to get the high score thing going in there.