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FPSC Classic Product Chat / Do checkpoints in FPS Creator restore scripts, events, variables and trigger zones upon reversing a checkpoint?

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Tobias_Ripper
13
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Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 23rd Jun 2013 21:47
Say I have two a variable - TESTvariable=4 and a hallway which follows like this:

___________________________________________________________________________________________________________________
---[player start]-----------[checkpoint zone]---------[triggerzone]----------[load checkpoint script trigger zone].
___________________________________________________________________________________________________________________

SO say if the player goes through checkpoint 1 and then goes through a trigger zone which activates a sound effect and then sets the TESTvariable=9 then despawns a trigger zone so that it wouldnt be activated again, then the player goes to the [load checkpoint script trigger zone] and be loaded back to the [checkpoint zone] will the trigger zone be present and the TESTvariable be back at 4?

Reason is I have a level where if the player dies, he is take back to the previously saved checkpoint except I have to manage soem variables there too. Will the checkpoint zone memorize all the variable values in the level, trigger zones etc?

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
s4real
VIP Member
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Joined: 22nd Jul 2006
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Posted: 23rd Jun 2013 22:06
I'm not sure without looking at the source but If memory recalls if the triggerzone has already been used and you go back to the checkpoint the triggerzone should not be able to be used again.

I will have to check the source to be 100% sure on this and I'm away from my computer at the moment.

best s4real

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Tobias_Ripper
13
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Location: REPCONN inc.
Posted: 23rd Jun 2013 22:18
Hmm, if that is true, then that sort of defeats the purpose of the checkpoint system. However I have no knowledge of checking in the souse codes thus I'm not able to answer my own question.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 23rd Jun 2013 23:28 Edited at: 23rd Jun 2013 23:30
Here is what the FPSC Creator Manual says of the checkpoint:

Quote: "Place these throughout your game levels. They dictate where the player will be re-spawned if the player dies. You should reward players when they have navigated a difficult section of a level by giving them a new check point. The player simply walks over the cell where the checkpoint is placed – the game then knows this is where the player will be returned to should they be killed.

The direction of the arrow is also used, so you can design what the player sees when they are reborn."


Apparently this is all that it does. It does not reset anything else. It just gives the player a new place to restart rather than at the very beginning which is the default.


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Tobias_Ripper
13
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Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 23rd Jun 2013 23:31
Oh ok well that could have been more developed. Well, Time to post a suggestion in the FPSR Forum

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Flatlander
FPSC Tool Maker
19
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 24th Jun 2013 00:04
Quote: "Time to post a suggestion in the FPSR Forum"


Good idea. I agree.


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-- The Playground is a Great Place for Happy Feet --

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