Pedestals/Keys and Events.

#3
Perhaps if you have an easy way to copy global events into all of your maps, you can have a single global event (on all maps) that fires whenever a type of consumable key is used, then checks to make sure there are the right number of keys in/out of play and puts the key back if not. This might not work depending on when the always on key used event would fire (before or after the pedestal sets its counter) ...I'm thinking it would fire afterward however based on my assumptions about how events are processed, which is the way you'd want it.

Also this method would have the advantage of always insuring an extra key is never gained or any key is ever disappeared from the game, which could theoretically happen for any number of reasons.
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Messages In This Thread
Pedestals/Keys and Events. - by dmpdesign - 2009-11-13, 07:07 PM
Re: Pedestals/Keys and Events. - by HolyDiver - 2009-11-14, 12:07 AM
Re: Pedestals/Keys and Events. - by HolyDiver - 2009-11-14, 01:58 AM
Re: Pedestals/Keys and Events. - by HwitVlf - 2009-11-14, 07:23 AM



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