Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
  • 0
Sign in to follow this  
Frappuchine

Switches

Question

3 answers to this question

Recommended Posts

  • 0

I can try to explain it in a way that seems to help others. (Only normal switches)

 

Consider room with a light switch.

When you enter the room the light is not on. (To save power)

You turn on the light by turning on the switch.

 

Each light switch have a room.

 

When you start the game every room will be dark, which means that every light switch will be off.

You can't create new rooms nor remove them. There are there from the start. (I.e. no database stuff)

 

You can use the Control Switches... event command to turn the light on and off. (Say that the event goes to the room and turns the light on / off)

 

Every event in the game can go to any room the want and see whether the room is dark or not.

If one event goes to a room and turns on the light then other events will naturally be able to see this.

In this sense the rooms are global.

 

On event pages there is the section to the left labeled 'preconditions'. It is literally the conditions that must be fulfilled for that page to be processed.

If you require an switch to be ON then there MUST be light in that specific room.

You can say that the event goes to the room and looks whether or not the light is on.

 

This is basically how switches and events are connected.

There are however some other switches. So called 'self-switches'. They are different in that other events can't see them.

You could say that event event goes around with 4 light-bulbs in their pockets, labeled A, B, C and D. There are all turned off when the game starts.

 

Let's say we let event 1 turns on light-bulb A right after we start. (Only bulb turned on)

If we ask event 2 if light-bulb A is on it will answer no. If we ask event 1, then the answer is yes.

That is because the light-bulbs for event 1 is not the same as for event 2. And so on.

That's how it works if we use self-switches for preconditions.

 

There. I've explained it to the best of my abilities and hope you can figure out how it works. ^_^

 

- Zeriab

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...