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if (Gob2Haut==true) // do stuff
else // do other stuff
if (Game.DoOnceOnly("Save level 2")) SaveGameSlot (2," room 2 initial state ");
else if (Arriveebateau==true) return; // this line is currently not doing anything.
if (Game.DoOnceOnly("Save level 2")) SaveGameSlot (2," room 2 initial state ");
else if (Arriveebateau) return; // you don't need to == when it´s a bool.
else RestoreGameSlot(2); // this will restore the game if the above are false
if (Game.DoOnceOnly("Save level 2")) SaveGameSlot (2," room 2 initial state ");
else if (!Arriveebateau) RestoreGameSlot(2); // Placing a ! in front of a a bool means you are checking if it's false. And if it's false, then restore the game slot. And since there are no "else" bellow the function will end here, meaning it will not restore if Arriveebateau is true.
function oDec01_Interact()
{
cGob1.SetAsPlayer(); //
player.Transparency=0;
cGob2.Transparency=0;
cGob3.Transparency=0;
player.Clickable=true;
cGob2.Clickable=true;
cGob3.Clickable=true;
cGob2.ChangeRoom(1, 171, 166, eDirectionDown);
cGob3.ChangeRoom(1, 89, 163, eDirectionDown);
player.ChangeRoom(1, 129, 171, eDirectionDown); // note: player character exists the room last, every time!
}
function room_Load()
{
if (Game.DoOnceOnly("Save level 1")) SaveGameSlot (1," room 1 initial state "); // saves the game level the first time you enter
else RestoreGameSlot(1); // It reads the saved game every single time you enter this room again
}
function room_Load()
{
if (Game.DoOnceOnly("Save level 1")) SaveGameSlot (1," room 1 initial state "); // saves the game level the first time you enter
else if (hasFinishedLevel1) return; // This will do nothing (not reset the room) in case the player has finished level 1 (hasFinishedLevel1 is a bool variable that is set to false at start and changed to true once the player has finished level 1)
else RestoreGameSlot(1); // It reads the saved game every single time you enter this room again AND the above line is false
}
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