Reply to Re: Script interference
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@SlipDink
Yeah, I'm aware of that. I've mistyped the code, because copying it in here doesn't work as desired, and I type as you've shown anyways, because the code is more readable. I'm also aware that this can cause problems:
and should be switched with:
My question is how to make script attached to a certain sprite, start an interactive cutscene (or cutscene in general) on the other screen, because the sprite that script is attached to, is not on the same screen. Thus, I've just used &player_map to relocate it to another, and attached void main(void) procedure to another sprite on the target screen, that contains certain conditions which will activate it. However, it doesn't work. Maybe I should use spawn() or something?
I'm experimenting while I'm writing here, actively trying to solve the problem, but screen transitions can be really messy in here.
Edit:
I think I've got it
Yeah, I'm aware of that. I've mistyped the code, because copying it in here doesn't work as desired, and I type as you've shown anyways, because the code is more readable. I'm also aware that this can cause problems:
&var = &var + 1;
and should be switched with:
&var += 1;
My question is how to make script attached to a certain sprite, start an interactive cutscene (or cutscene in general) on the other screen, because the sprite that script is attached to, is not on the same screen. Thus, I've just used &player_map to relocate it to another, and attached void main(void) procedure to another sprite on the target screen, that contains certain conditions which will activate it. However, it doesn't work. Maybe I should use spawn() or something?
I'm experimenting while I'm writing here, actively trying to solve the problem, but screen transitions can be really messy in here.
Edit:
I think I've got it