Hey Monkey!
Ok, well that was one of the workarounds I tried, is there any way I can do it so I dont have to put code in each room script?
For example, this is what I did for a custom global script to be run in each room and I did it all from the global script...any way to get this to run with everything from the global script (and not have to add anything in the room scripts)?
Code: ags
The reason I would like a global eEventEnterRoomAfterFadein is because Ive written a script that detects which exit was used from a previous room (left, right, up or down), and upon entering "x" room, it checks the saved variable and runs the appropriate blocking animation of the player entering that room "x" to a specific spot...this saves me time.
Adding a new global event...is this something only CJ can do?
Ok, well that was one of the workarounds I tried, is there any way I can do it so I dont have to put code in each room script?
For example, this is what I did for a custom global script to be run in each room and I did it all from the global script...any way to get this to run with everything from the global script (and not have to add anything in the room scripts)?
//on_event (EventType event, int data)
if (event == eEventEnterRoomBeforeFadein)
{
enterDir(player);
if (bFollow == true) enterDir(cBuddy);
}
The reason I would like a global eEventEnterRoomAfterFadein is because Ive written a script that detects which exit was used from a previous room (left, right, up or down), and upon entering "x" room, it checks the saved variable and runs the appropriate blocking animation of the player entering that room "x" to a specific spot...this saves me time.
Adding a new global event...is this something only CJ can do?