Triggers

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
Post Reply
User avatar
Master
Posts: 81
Joined: Tue Jul 12, 2005 6:58 pm
Contact:

Triggers

Post by Master » Wed Aug 10, 2005 7:51 pm

In a game with multiple levels if the player goes from level 1 to level 2 then back to level 1 will reloading level 1 set all the triggers to false again. If so is there a way for pawns to communicate between levels.

revolutiongames2004
Posts: 75
Joined: Tue Jul 05, 2005 4:29 pm

Post by revolutiongames2004 » Thu Aug 11, 2005 4:15 am

use attributes then you can save them

User avatar
Master
Posts: 81
Joined: Tue Jul 12, 2005 6:58 pm
Contact:

Post by Master » Thu Aug 11, 2005 7:36 pm

I knew that, but i want to make an RPG where you can open a treasure chest, go to a different map, and when you come back the treasure chest will be empty. To do this with attributes I would need an attribute for every chest in the game. Just wondering if there was an easier way.

Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay » Thu Aug 11, 2005 8:21 pm

You really should do it with player attributes, because then when the player is loading a saved game the chests stay empty.

If you do not do this they will refill every time you load again. This could cause some cheating when players try to get nearly endless treasure like (put number here) gold.
Everyone can see the difficult, but only the wise can see the simple.
-----

Post Reply