Red Carnelian Posted November 10, 2016 Share Posted November 10, 2016 Can someone clarify this question for me please. Do area variables reset when you re-enter the area they are created. For example if I visit area AR4300 for the first time this block of code evaluates to true and activates the trigger. If I leave the area and then return will "CaveDoorActive" reset to 0 and execute the block again if all conditions are met? IF GlobalGT("CearwinQuest","GLOBAL",1) Global("CaveDoorActive","AR4300",0)THEN RESPONSE #100 TriggerActivation("DoorS001",TRUE) SetGlobal("CaveDoorActive","AR4300",1)END Link to comment
Roxanne Posted November 10, 2016 Share Posted November 10, 2016 Can someone clarify this question for me please. Do area variables reset when you re-enter the area they are created. For example if I visit area AR4300 for the first time this block of code evaluates to true and activates the trigger. If I leave the area and then return will "CaveDoorActive" reset to 0 and execute the block again if all conditions are met? IF GlobalGT("CearwinQuest","GLOBAL",1) Global("CaveDoorActive","AR4300",0) THEN RESPONSE #100 TriggerActivation("DoorS001",TRUE) SetGlobal("CaveDoorActive","AR4300",1) END (Area) Globals are stored in the savegame. Once the condition and the global has been changed, this status is retained, i.e. you should find an area always in the state you have left it. PS - you may find errors in the game, especially in area scripts, so what I said above applies to correctly coded scripts. (and you should exchange the two lines in your action block SetGlobal("CaveDoorActive","AR4300",1) TriggerActivation("DoorS001",TRUE)) Link to comment
Red Carnelian Posted November 10, 2016 Author Share Posted November 10, 2016 Can someone clarify this question for me please. Do area variables reset when you re-enter the area they are created. For example if I visit area AR4300 for the first time this block of code evaluates to true and activates the trigger. If I leave the area and then return will "CaveDoorActive" reset to 0 and execute the block again if all conditions are met? IF GlobalGT("CearwinQuest","GLOBAL",1) Global("CaveDoorActive","AR4300",0) THEN RESPONSE #100 TriggerActivation("DoorS001",TRUE) SetGlobal("CaveDoorActive","AR4300",1) END (Area) Globals are stored in the savegame. Once the condition and the global has been changed, this status is retained, i.e. you should find an area always in the state you have left it. PS - you may find errors in the game, especially in area scripts, so what I said above applies to correctly coded scripts. (and you should exchange the two lines in your action block SetGlobal("CaveDoorActive","AR4300",1) TriggerActivation("DoorS001",TRUE)) Thanks Roxanne. Makes sense to me now. Link to comment
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