I'm making an event where you are walking across on of the one tile bridge spaces, and using variables, when you touch the first tile of bridge, the middle tile breaks, but when I step on the first tile, the middle tile doesn't break....
That's for the first tile
@>Control Variable: [0004: bridge] +=1
@>Control Self Switch A =On
Middle Tile:
@>Conditional Branch: Variable [0004: bridge] ==1
@>Control Self Witch A =On
@>
: Else
@>
: Branch End
@>
I've done this sort of thing before, but what next? Is it because of Self Switch?
(I have self switch checked on page 2 of each event)
Can you upload the project?
You did self-switch. I think self-switch only works withing the event that it's used for.
Ahh! Thanks!
And I'll try it, if it's not working still, I'll upload a picture.
Nope...
didn't work!
Try this.
Make the bridge with the broken tile already on it. Make a new event above it with the graphic of the regular bridge tile.
Now for events
First Bridge Tile:
Page 1
Trigger-hero touch
Events-Switch Break=ON
End Event
Middle Bridge Broken Tile:
Page 1
Graphic-Normal Bridge tile
Page 2
Precondition-Switch Break=ON
Graphic-none
Trigger-autostart
Event-SFX-Break(if you want to use sound)
end event
Try something like that
That will most definitely work. Like I've said, self-switches work only within the event (therefore the name "Self-Switch"). That's why they're so useful for chests and stuff.
Thanks! I'll try it, I also forgot to say that when the bridge breaks and goes over to the broken graphic, I have it trigger an other variable with a different name, so I need it to self switch.
So I use a switch in this? eh?
I'll give it a try. :lol:
Quote from: Mexneto on May 02, 2007, 11:35:08 PM
Thanks! I'll try it, I also forgot to say that when the bridge breaks and goes over to the broken graphic, I have it trigger an other variable with a different name, so I need it to self switch.
I didn't really understand that... Did/do you need help on it or is it just a comment?
Quote from: mastermoo420 on May 02, 2007, 11:36:17 PM
Quote from: Mexneto on May 02, 2007, 11:35:08 PM
Thanks! I'll try it, I also forgot to say that when the bridge breaks and goes over to the broken graphic, I have it trigger an other variable with a different name, so I need it to self switch.
I didn't really understand that... Did/do you need help on it or is it just a comment?
Yes I do need help, what I was saying is that I have a variable event on the next page that activates a quest, that's the whole point of this, I need the bridge to break, so I can activate the quest.
If there's a variable thing that needs to be done, just make an unreachable event with a "Autorun" and a switch pre-condition that works on whatever makes the bridge break that will set the variable to a number or something and then turn on a self-switch that will turn it off.
Quote from: mastermoo420 on May 02, 2007, 11:43:51 PM
If there's a variable thing that needs to be done, just make an unreachable event with a "Autorun" and a switch pre-condition that works on whatever makes the bridge break that will set the variable to a number or something and then turn on a self-switch that will turn it off.
hmm...a bit confusing.
This is what I get, is this correct:
make an event somewhere, where it can't be touched, and make a switch pre-condition that triggers when I step on the first bridge tile?
And have another switch trigger the self switch so it'll switch to the next event page, so that I can activate the quest?
You don't need the extra switch because the the page is already good. The quest should start on the first page and then the self-switch should be used so that the event is on a blank page so that it doesn't continually do stuff.
I don't understand. If you are turning a switch on for the broken bridge tile, why can't you use that switch as the activator for the quest?
That's what I said! XD
This is confusing me.
My couldn't I just use a switch? Well, I wouldn't I have to use two?
Because the variable controls two different bridges, and once you try going over each one, it activates the quest, well, you have to go and talk to the guy to get the quest.
Uhhh... Add 1 to the variable each time a bridge breaks? And then when you talk to the guy, you make an event page of precondition : variable [xxx] >= 2?
Duh, I know that, but it's the bridge part that I'm stuck on.... :-\
I already did that, but I can't test the quest until I get this finished, because without getting this finished, when I step on the middle tile, I get st
OK! I GOT IT, I'LL TRY IT RIGHT NOW!
Ok, when you step on it, make it so that you are pushed back and you regain control.
I'll try it!
EDIT: OK! I GOT THE EFFING THING TO WORK!
Ok, thanks for all of your help though! :D
Np, np. Add.... nvm, you did it. XD
No problem. Thats why my personal message says what it says lol