trigger cutscenes based on local timeline

Started by Neutron, Wed 15/10/2008 08:23:47

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Neutron

How would I go about triggering cut scenes or animations based on a room specific timeline, instead of interactions?  Sorry in advance if this is a dumb question.

Khris


Neutron


Dualnames

Or you can work it out the Hitchhiker's way.
Set integers and place this in a repeatedly..wait just chekc the code below:

Code: ags

int timer[0];//better to use arrays but I prefer to name the integers

//ok now let's say you want a interaction to happen at 4 seconds
function repeatedly_execute() {
if (timer<160) {
timer[0]++;
}
if (timer[0] == 160) {
//event//
//you can reset the timer as well timer[0]=0;
return;
}
}
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

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