Hi
Yep, works like a charm, albiet a data storing virtual sort of charm...
Thankyou very much!
Yep, works like a charm, albiet a data storing virtual sort of charm...
Thankyou very much!
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function LoadGame(/*Varibles*/){
File *i = File.Open("Constants.dat",eFileWrite);
i.WriteInt(Test);
i.Close();
RestoreGameSlot(LoadNum);
File *j = File.Open("Constants.dat",eFileRead);
Test = j.ReadInt();
j.Close();
//let the restore game window close, then call:
Display("%d",Test);
int Test //This is in GlobalVariables
function SaveGame( /*some unimportant variable in here*/){
File *i = File.Open("Constants.dat",eFileWrite);
i.WriteInt(Test);
i.Close();
//Game saving commands
}
function LoadGame(/*More unimportant variables*/){
//Game loading commands
File *i = File.Open("Constants.dat",eFileRead);
Test = i.ReadInt();
i.Close();
Display("%d",Test);
}
function SaveGame( /*some unimportant variable in here*/){
//Game saving commands, notice these now happen BEFORE the file is written!
File *i = File.Open("Constants.dat",eFileWrite);
i.WriteInt(Test);
i.Close();
}
if(mouse.Mode == eModeWalkto && AYardsWalked < 1760.0){
XTarget = mouse.x;
YTarget = mouse.y;
}
if(cEgo.x == XTarget && cEgo.y == YTarget ){
Display("Working...");
}
[code]
if((cEgo.x >= XTarget - 10 && cEgo.x <= XTarget + 10) && (cEgo.y >= YTarget - 10 && cEgo.y <= YTarget + 10)){
Display("Working...");
}
//when player talks to NPC
GlobalVariable = true //make up your own name for the global variable
diaolg.start()
//then later on in room 1
Room_Load(){
if(GlobalVariable == true){
object.Visible = true;
}
}
function unitUPG(String Type, bool UPGable){
import function UnitUPG(String, bool);
gui[number1].Label[number2] = stringValue;
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