I decided on Characters. Today has me doing some testing and getting re-acquainted with AGS. Here is where I am script wise, cEgo being the Zombie.
// room script file
function room_RepExec()
{
if (IsTimerExpired(1)) {
cEgo.ChangeRoom (1, 620, 420);
Display("Timer 1 expired");
Display ("Reset Zombie 1");
}
if (cEgo.Room==1){
cEgo.FollowCharacter (cChar1);
}
}//Zombie scripts
function cEgo_AnyClick()
{
Display ("Zombie destroyed");
cEgo.StopMoving ();
cEgo.ChangeRoom (2);
SetTimer(1,200);
}
So, I'm sending the character to another room until a timer ends. But I am getting a weird bug:
The character appears for a split second on top of the character it is following before it is reset. Weird huh?
Now, this all may be moot, because on re-evaluation of this issue, I am wondering if instead of resetting the Zombies after they are killed, I would be better suited to have a grunch of zombie characters stabled up, and just call them at the start of each event, and set hit points at that stage. As long as I keep the number under 75 ( no problem) it seems like it may be fine.
So is there a limit of created characters in the editor? Will this route just bog everything down?
Thanks as always for the advice guys. It has helped a ton.
// room script file
function room_RepExec()
{
if (IsTimerExpired(1)) {
cEgo.ChangeRoom (1, 620, 420);
Display("Timer 1 expired");
Display ("Reset Zombie 1");
}
if (cEgo.Room==1){
cEgo.FollowCharacter (cChar1);
}
}//Zombie scripts
function cEgo_AnyClick()
{
Display ("Zombie destroyed");
cEgo.StopMoving ();
cEgo.ChangeRoom (2);
SetTimer(1,200);
}
So, I'm sending the character to another room until a timer ends. But I am getting a weird bug:
The character appears for a split second on top of the character it is following before it is reset. Weird huh?
Now, this all may be moot, because on re-evaluation of this issue, I am wondering if instead of resetting the Zombies after they are killed, I would be better suited to have a grunch of zombie characters stabled up, and just call them at the start of each event, and set hit points at that stage. As long as I keep the number under 75 ( no problem) it seems like it may be fine.
So is there a limit of created characters in the editor? Will this route just bog everything down?
Thanks as always for the advice guys. It has helped a ton.