Difference between revisions of "Talk:MessageBox Tutorial"

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24 bytes added ,  10:43, 24 December 2007
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imported>HawkFest
imported>HawkFest
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Otherwise, setting Choosing to 0 will NOT provide for Working to be reset to 0 at the end of the script, since Working will anyways get set back to 1 after the if block.  
Otherwise, setting Choosing to 0 will NOT provide for Working to be reset to 0 at the end of the script, since Working will anyways get set back to 1 after the if block.  


Which means that after a first activation (menu use), Working stays set to 1, and a bunch of "if-elseif" will from then on get evaluated in GameMode block, while not using the Activator. It would be curious to see what happens if this activator is then moved back to a remote cell, to see if the engine would make its script keep on going into ModeBlocks (since a ''set'' variable instruction within the first ''if'' block will always fires up the script for he next frame... But I guess that the activator would have to get activated in its remote cell via an ''Activate player,1'' instruction for the later to take place - when the activator is unloaded, the end of script keeps Working set to 1... I dunno).
No [[Return]] statement would imply that after a first activation (menu use), Working stays set to 1, and a bunch of "if-elseif" will from then on get evaluated in GameMode block, while not using the Activator. It would be curious to see what happens if this activator is then moved back to a remote cell, to see if the engine would make its script keep on going into ModeBlocks (since a ''set'' variable instruction within the first ''if'' block will always fires up the script for he next frame... But I guess that the activator would have to get activated in its remote cell via an ''Activate player,1'' instruction for the later to take place - when the activator is unloaded, the end of script keeps Working set to 1... I dunno).
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