SpinLock Module: basic help

Started by vjamesv, Fri 19/01/2007 04:26:15

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AntmanJB

Your demo does work.
But is it just me, or is your updated module just an empty folder? That's all I get when downloading.
"Marge, it takes two to lie. One to lie, and one to listen."

Maverick

#21
Quote from: AntmanJB on Wed 07/02/2007 01:30:18
Your demo does work.
I would hope so. The question is..did it help you in any way to solve your problem or answer some of your questions? Do you still need help with this or can we consider this matter solved?

Quote
But is it just me, or is your updated module just an empty folder? That's all I get when downloading.

I just downloaded it and and it seems to be fine.
If anyone else had this problem please pm me.

EDIT:
Uploaded a new file

AntmanJB

#22
Like I said, I'm having trouble with the checkcombo command. Everything else works.
The updated module is still only an empty folder.
Every time I download it it's the same. Nothing inside the zipped folder.

By the way, I went back and looked over the code you suggested and added it to mine, but it still does nothing.
I don't know what's wrong.
"Marge, it takes two to lie. One to lie, and one to listen."

Maverick

#23
Quote from: AntmanJB on Thu 08/02/2007 02:38:11
The updated module is still only an empty folder.
Sorry! :-[ Fixed that.
Quote
By the way, I went back and looked over the code you suggested and added it to mine, but it still does nothing.
I don't know what's wrong.
The problem is with the way you set up the sprites. Snake Blisken did not mention it in the module's documentation but the way the module is set up you MUST start your dial at 0 and not one although it is possible to make it work the way you have it i.e. starting from 1. Let's say your code is set up as 1,2,3. To open the safe at run-time your will have to use the code 2,3,4 (add 1 every time to compensate for 0 that is missing).
I trust that this will solve your problem and if it does mark the thread as solved. If it doesn't let me know so I can find a hole to crawl into :P.

Ashen

Antman can't set the topic to solved, since I merged two threads. Post here, though, and I can modify the first one. (Or, leave it unsolved, to be the semi-official thread for any future questions.)

Quote
Let's say your code is set up as 1,2,3. To open the safe at run-time your will have to use the code 2,3,4 (add 1 every time to compensate for 0 that is missing).
That means if you subtract 1 when you set the code, it'll look right in-game? So, setting the code to "0,1,2" means the player has to enter "1,2,3" to open the lock. (Right? I'm just testing my understanding here, to make the post slightly more on-topic  :P)
I know what you're thinking ... Don't think that.

Maverick

Quote from: Ashen on Mon 12/02/2007 14:51:15
Antman can't set the topic to solved, since I merged two threads. Post here, though, and I can modify the first one. (Or, leave it unsolved, to be the semi-official thread for any future questions.)
Received an E-mail from Antman and his problem is solved but we can leave this open.
Quote
That means if you subtract 1 when you set the code, it'll look right in-game? So, setting the code to "0,1,2" means the player has to enter "1,2,3" to open the lock. (Right? I'm just testing my understanding here, to make the post slightly more on-topicÃ,  :P)
That is correct Mr moderator Sir :-[

Ashen

Cool, I'm just trying to pick the original module apart and see what makes it work. Or 'not work', as the case seems to be...

It's a nice idea, it's just a shame it's being so problematic.
I know what you're thinking ... Don't think that.

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