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So if you leave the Map, it isnt restarting the whole 10 Seconds Wait but only 1 Second in the following example:
----------------------------------------------------------------------------------------------
Paralell Common Event: (Activate at Game Start with its own Switch)
Wait 60 Frames
If Switch1 NPC_Berta_infected is On
yes: Control Variable1 add 1
If Var1 equals or more than 10
yes: Set Var1 to 0, Control Switch1 Off and Turn Switch11 ON (NPC Dead)
end
If Switch2 NPC_Hinkel_infected is On
yes: Control Variable2 add 1
If Var2 equals or more than 10
yes: Set Var2 to 0, Control Switch2 Off and Turn Switch12 ON (NPC Dead)
end
If Switch3 NPC_Siegfried_infected is On
yes: Control Variable3 add 1
If Var3 equals or more than 10
yes: Set Var3 to 0, Control Switch3 Off and Turn Switch13 ON (NPC Dead)
end
-------------------------------------------------------------------------------------------
When the NPC gets infected, turn its Infection Switch On, and create a Eventpage with Page condition Switch NPC Dead is ON. You could revive your Events by turning the Dead Switch Off and they could also be reinfected and Die again.
This is just a simple solution, for a smal amount of NPCs, i hope this Helps to start with, else let us know.
Wait 60 frames
Control variable x +1
I then have my event (NPC) to have a variable switch at 10 and at 20 to simulate the sick and dead phases
It seems to be working pretty well, however when I have the timer out on my phone to test it, it seems to activate the switches at 5 and 10 seconds as opposed to 10 and 20 seconds. I thought 60 frames was one second, am I mistaken? Do i need to do something else with the common event? It seems to loop back through those two commands, but would it be better to add something else to it?
Thanks for the help so far!
If you have trouble recreating it, let us know and we can maybe help you by giving infos and answers.
If the Example is not doing what you want, than please tell us and explain what exactly is wrong and or missing.
- Yes 60 Frames are 1 Second.
- Did not realy understand your explanation.
- Your Event shows a simple Time Variable which counts up in seconds.
Thats also a start for a solution... there are often many different solutions for a Mechanic.
- Yes Paralell Events loop over there Codelines over and over again, 1 Time each Frame.
Sorry iam not native English, ask if i was to unclear with something.
Common events tab;
Wait 60 Frames
Control Varaible Trennon +1
Trennon NPC/Event;
Normal NPC
Variable Trennon is 10 or above (Now NPC is "Sick")
Variable Trennon is 20 or above (Now NPC is "Dead")
Do I need to do anything more complicated than that?
I think I have it working for the most part thanks to your explanation
Windows Snipping Tool is good to make Pictures.
Quote: "Do I need to do anything more complicated than that?"
If its just 1 NPC and common Event gets activated after infection took place,than your stuff should work on first glimpse. But you should deactivate the Event after the NPC is Dead.
Not good having paralell process events continue to run when they are not needed.
If you got more than 1 NPC for example 20, with your Solution you would need 20Paralell Common Events, that could cause some Performance problems, because many paralell events active all the time, are draining performance reserves(something starters normaly should not worry to much about, but the initial example i mentioned, could be used for many NPCs).
EDIT:
If we talk about the "If", than we mean the Eventcommand "Conditional Branch".