Sorry, I didn't specify exactly did I?
Yes, espeically with the commands. Now, I have looked at your tutorial and Plystire's and that has helped greatly. But, there are some commands I am at a loss with and I am looking for help with those. After talking with Lee I believe he will help but I said I would ask you guys first, as well as Conjured Entertainment for help. Xplosys had said he would help quite some time ago and I'm not sure if he has the time. The main thing I will need is "examples." I put it under the heading of USAGE. Here is an example and it is completed:
Activated
:state=0,activated=1:state=10
:state=10
Perform some type of action here]
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While the state equals '0'' the game engine will check to see what the current activation value is. If the activation value that was assigned by another entity's script (activateifused) is equal to '1' and if it points to the entity that contains this script then the action on this line will be performed.
USAGE
;Artificial Intelligence Script
;Header
desc = Remote Controlled Door (Open and Close)
;Triggers
L1) :state=0,activated=1:state=1,setframe=0,sound=$0
L2) :state=1:incframe=0
:state=1,frameatend=0:state=2,coloff
:state=2,activated=0:state=3,sound=$1,colon
:state=3:decframe=0
L6) :state=3,frameatstart=0:state=0,setframe=0
;End of Script
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Upon each iteration of the game loop L1 will be executed until the activation level for this entity is set to 1. The activated condition will continually check to see if it is 1 and when it is finally equal to 1 then it will execute the three actions contained on that line. The first action changes the state of the script. The second action sets the animated frame of the door to 0, and the third action plays the sound of the door that is found in the doors first sound parameter. Once these actions are completed then L2 through L6 will be executed and the state will be set back to 0.
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Now, let's look at an entity that uses multiple activated values.
;Artificial Intelligence Script
;Header
desc = Transport To Entity Name
;Triggers
L1) :state=0:rundecal=2,coloff
L2) :state=0,activated=9:state=1
L3) :state=1,activated=3:state=2
L4) :state=2,activated=4:state=4
L5) :state=4,plrhigher=10,plrdistwithin=50:state=10,plrsound=audiobankscifisceneryliftsteleport.wav,plrmoveifused
L6) :state=10:none
;End of Script
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The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC