Hello.
I have a problem Im dying to get solved. Im trying to make monsters die. And when I leave the frame and arrive back I want them I killed to be gone. Ive tried many things but I simply dont know how to get it to work?
Another thing. How can I create like objects so I can like save the game?
And when Im already here... Is there any kind of patch or update that will allow me to be able to have as many wav sounds as I want at once. Im a little tired of boring Midi music and Wanna have more real sounds.
q1: you need to make the monster global to the entire game. this is done in the properties of the active object. then set an alterable value. for instance:
Monster has been shot
Set alterable value a to 1
destroy monster
Then put this code in the frame:
Start of level
+Alterable value a of monster = 1
Destroy monster
hope that is clear enough.
Q2: Create an active object that you want to use to save the game then use ini files to save. tutorial can be found on this site but the event editor code is something like this:
Hero is overlapping Save Object
+S key is pressed
Set ini file to.....
Hope that one helps
Q3: You need to enable multiple wav sounds in the game properties.
File --> Game Setup then click multi samples. that should do it. or ypou could always download the dmc2 object from http://www.clickteam.info/extensions/
Here's one way of doing it. It won't 'save' the monsters' positions, but it will remember how many monsters you killed, and remove the excessive monsters from the playfield.
*Monster killed:
-Add 1 to global value 1
*Start of level:
-Monster: Spread a value in alterable value A: 0
*Start of level:
*Value A of monster is greater than global value 1
-destroy monster
That should work. Not sure though, haven't tried it.
Not sure How to find all that. Im not familiar with vaulues and strings at all.
You couldnt be alittle more specific how to obtain all these?
Sorry if im a pain in the ass
"
*Monster killed:
-Add 1 to global value 1
*Start of level:
-Monster: Spread a value in alterable value A: 0
*Start of level:
*Value A of monster is greater than global value 1
-destroy monster
"
n/a
Deleted User
31st May, 2006 at 17:09:36 -
Someone give me the link to the array object for TGF, and ill make an example on this. (I just cant find that extension anywhere....)
The other way would be to spread a value between all the monsters. Then tie this into an INI file and do all your repopulation from loading info off the INI.
INI's work well in TGF for getting by the 3 value per object limit as well.
Im not familiar with Ini and stuff like that. Thats the problem.
Isnt there a good helpguide anywere that can help me Understand all these strings and values and stuff like that?
Why INI? There are plenty of global data storage extensions for TGF around anyways. I think.
Pontus: Okay, it's not hard at all. Values are similar to counters, they just don't need any objects or anything. In TGF, there are 16 global values. Global values are global to the entire game, ie they won't reset when you jump to another frame. You can find them under the special tool in the event editor.
Alterable values are also like counters. All active objects have three of them; A, B and C. Alterable values are not global however. Actions and conditions for these values can be found under each active object in the event editor.
The spread a value action assigns an unique number in an alterable value of each instance of an object.
Strings are also variables, but they store text, instead of numbers.
* Start of level
* Value A of monster is less than global value A
- Destroy monster
So... This is how it works: Each time a monster is killed, it adds 1 to global value A, ie it remembers how many monsters you've killed. Then, at the start of the level, it spreads a value through all monsters, and destroys all monsters with a value less than the kill count.
So, for example, if you have five monsters, and spread value 0 through them like this:
And if you have killed 3 monsters, it will destroy all monsters with a value less than 3. So monsters A, B and C will be destroyed, and there you have it, two monsters left on the playfield.
This should work, but I can't really test it from where I am now.
I may make an example later.