Difference between revisions of "Talk:MessageBox Tutorial"

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276 bytes added ,  11:12, 24 December 2007
imported>HawkFest
imported>Haama
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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).
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).
:Thanks Hawkfest. (I think) I've fixed them all, even the ones on the sub-pages. Instead of the return, I moved the '''set Working to 1''' line up top, so it can be set to 0 below. (Oops, thought I had fixed that long ago)--[[User:Haama|Haama]] 11:12, 24 December 2007 (EST)
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