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Using the button6 script works fine, it displays the map on screen (map1.bmp in the tiles folder) and kills the task afterwards.
In its current stand alone form, carrie's s2-map script could be used but you'll probably need to adjust several things because for example, this part:
//lets kill the rest by loading a blank screen.
&player_map = 11;
sp_nodraw(1, 1);
load_screen(2);
draw_screen();
serves no purpose to show the map onscreen when you can just use show_bmp() (just to simplify the solution; if you only want a map onscreen, show_bmp() suffices). Apart from the fact that it loads screen 11 and not 2 (load_screen has no parameters so it uses the &player_map screen), there's no need to do this as you can copy a bitmap on the screen without doing all this.
Changing the value of &player_map requires more work afterwards because the engine assumes the player is on map screen 11 (while he might be standing elsewhere) and it will screenscroll accordingly (so to 10 if the player goes to the left, which is not the screen you expected, unless you were at screen 11 already, of course
). The screenscroll problem doesn't occur when you can guarantee that the player can use the script only at screens that have four borders so screenscrolling can't occur, but that should be obvious (i.e., only at screens that can be visited through stairs / doors / cave-entries / etc or a cutscene).
Also, &location should be added as global for the text to work properly. The only requirement for the button6 script is that you actually need to have a file called map1.bmp in the Tiles folder but that's all - no offense to Carrie of course, it's just to explain it to someone who's new to it all and might get confused with new problems (like &location missing and the tricky screenscroll)
In its current stand alone form, carrie's s2-map script could be used but you'll probably need to adjust several things because for example, this part:
//lets kill the rest by loading a blank screen.
&player_map = 11;
sp_nodraw(1, 1);
load_screen(2);
draw_screen();
serves no purpose to show the map onscreen when you can just use show_bmp() (just to simplify the solution; if you only want a map onscreen, show_bmp() suffices). Apart from the fact that it loads screen 11 and not 2 (load_screen has no parameters so it uses the &player_map screen), there's no need to do this as you can copy a bitmap on the screen without doing all this.
Changing the value of &player_map requires more work afterwards because the engine assumes the player is on map screen 11 (while he might be standing elsewhere) and it will screenscroll accordingly (so to 10 if the player goes to the left, which is not the screen you expected, unless you were at screen 11 already, of course

Also, &location should be added as global for the text to work properly. The only requirement for the button6 script is that you actually need to have a file called map1.bmp in the Tiles folder but that's all - no offense to Carrie of course, it's just to explain it to someone who's new to it all and might get confused with new problems (like &location missing and the tricky screenscroll)
