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scripting help
long story... I'm making a city dmod and I figure it will be easier if I make a skeleton with screen tiles that can be duplicated complete with houses and thier interiors intact. To do that all copies  of a particular building will warp to the same intirior with different vision codes, the return warp sprite needs to remember the original tile dink came from. I can int&vision in start, but how can I get screen# into the room script so I can say  &vis=tile#.Know what I mean ? ( I'm not sure I do)
Re: scripting help
: long story... I'm making a city dmod and I figure it will be easier if I make a skeleton with screen tiles that can be duplicated complete with houses and thier interiors intact. To do that all copies of a particular building will warp to the same intirior with different vision codes, the return warp sprite needs to remember the original tile dink came from. I can int&vision in start, but how can I get screen# into the room script so I can say &vis=tile#.Know what I mean ? ( I'm not sure I do)





There is a global, &player_map, this says what map you are on.  When you walk in a door, you could set a global equal to that map #, then when you leave the house, go back to that map #.  You could also record x and y if you want, using:



&something = sp_x(1, -1);
Re: scripting help
Right, you could make "talk doors"(doors opened with space bar, and have them transfer &player_map to a new global variable.  Then use the vision script to set to that tile number.  The problem with getting the x and y from Dink's position at entry is that one time in a thousand it might cause an error because of depth ques(sp?)
Re: scripting help
Thanks guys. that &player_map should do it . Dont

worry about  x and Y though theyll always be the same. If it works well would anyone want the "city skeleton" distributed?................Ric