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  #331  
Old 31-08-10, 07:40 PM
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Lord Dizzy of Yolkfolk Lord Dizzy of Yolkfolk is offline
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Quote:
Originally Posted by delta View Post
Yes, you missed this bit:
just use the G_WATERX and G_WATERY variables when you respawn after water death, rather than the P_XSAFE and P_YSAFE variables.
I thought must be that bit but im not understanding this part, is this suppose to be in the main game code or still in Handlers ? If it's in the main code how should it be..

EDITS..Just looking in Player script part for the respawn..dunno if this is where I should be doing it.
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Last edited by Lord Dizzy of Yolkfolk; 31-08-10 at 08:04 PM.
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  #332  
Old 31-08-10, 08:07 PM
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just put the following in game.gs, where X is the death number:

Code:
func PlayerRespawn_X()	// drown death
{
	// respawn
	SamplePlay(FX_RESPAWN);
	PlayerSet(P_DEATH, 0);
	PlayerSet(P_LIFE, 100);
	PlayerSet(P_X, GameGet(G_WATERX));
	PlayerSet(P_Y, GameGet(G_WATERY));
	PlayerEnterIdle();
	MusicFade(0,3);
	MusicRestore();
}
it's basically a copy of the respawn code, but as the game automatically looks for custom respawn coding (in function PlayerLoseLife() in player.gs), it will use the above code for deaths of that 'death number', rather than calling the standard respawn code.
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At first it seemed a little speck,
And then it seemed a mist;
It moved and moved, and took at last
A certain shape, I wist.

A speck, a mist, a shape, I wist!
And still it neared and neared:
As if it dodged a water-sprite,
It plunged and tacked and veered.


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  #333  
Old 31-08-10, 08:33 PM
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Lord Dizzy of Yolkfolk Lord Dizzy of Yolkfolk is offline
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Ok ive added that to game.gs, so how do you assign the death number for being under water as you can't assign it to the brush as you would do with say the the under creatures. Ive also added below in the player file or is this just the same as in game.gs...

func PlayerRespawn()
{
// respawn
SamplePlay(FX_RESPAWN);
PlayerSet(P_LIFE, 100);
PlayerSet(P_X, PlayerGet(P_XSAFE));
PlayerSet(P_Y, PlayerGet(P_YSAFE));

if (PlayerGet(P_DEATH)==3) //water death
{
PlayerSet(P_X, GameGet(G_WATER);
PlayerSet(P_Y, GameGet(G_WATERY));
}

PlayerSet(P_DEATH, 0);
PlayerEnterIdle();
MusicFade(0,3);
MusicRestore();
}
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  #334  
Old 31-08-10, 08:37 PM
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Quote:
Originally Posted by Lord Dizzy of Yolkfolk View Post
func PlayerRespawn()
{
// respawn
SamplePlay(FX_RESPAWN);
PlayerSet(P_LIFE, 100);
PlayerSet(P_X, PlayerGet(P_XSAFE));
PlayerSet(P_Y, PlayerGet(P_YSAFE));

if (PlayerGet(P_DEATH)==3) //water death
{
PlayerSet(P_X, GameGet(G_WATER);
PlayerSet(P_Y, GameGet(G_WATERY));
}

PlayerSet(P_DEATH, 0);
PlayerEnterIdle();
MusicFade(0,3);
MusicRestore();
}
that code works fine too. It's similar to what I used to use way back when. I'll not be a mo with the other query...

You don't need the code for game.gs if you've used that code. similarly, if you're using it in game.gs, you don't need to modify the above code as you've done.

EDIT:: knew i'd posted it somewhere recently. It's here: http://www.yolkfolk.com/bb/showthread.php?t=1517
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At first it seemed a little speck,
And then it seemed a mist;
It moved and moved, and took at last
A certain shape, I wist.

A speck, a mist, a shape, I wist!
And still it neared and neared:
As if it dodged a water-sprite,
It plunged and tacked and veered.



Last edited by delta; 31-08-10 at 08:41 PM.
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  #335  
Old 31-08-10, 09:20 PM
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Lord Dizzy of Yolkfolk Lord Dizzy of Yolkfolk is offline
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Thanks Jamie, im getting the correct death message under water now by being able to input it there.

Testing is given me a problem still

Dizzy (Junior) isn't respawning to last safe position but to a blank black screen that is at the edge of the map area and is frozen...puzzled..

EDITS :- Seems to be moving me to random parts of the map...

Not sure what is wrong...and I think you won't really beable to help any further..

If I can't get it working might have to put an action warning notice into the game itself..
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Last edited by Lord Dizzy of Yolkfolk; 31-08-10 at 09:30 PM.
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  #336  
Old 31-08-10, 10:08 PM
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odd. you haven't already defined variables 105 and 106 have you? If so, you need to define G_WATERX and Y as different numbers.
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At first it seemed a little speck,
And then it seemed a mist;
It moved and moved, and took at last
A certain shape, I wist.

A speck, a mist, a shape, I wist!
And still it neared and neared:
As if it dodged a water-sprite,
It plunged and tacked and veered.


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  #337  
Old 01-09-10, 06:46 PM
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Lord Dizzy of Yolkfolk Lord Dizzy of Yolkfolk is offline
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Quote:
Originally Posted by delta View Post
odd. you haven't already defined variables 105 and 106 have you? If so, you need to define G_WATERX and Y as different numbers.
No I haven't used those numbers previously, is puzzling..
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  #338  
Old 01-09-10, 08:50 PM
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Quote:
Originally Posted by Lord Dizzy of Yolkfolk View Post
No I haven't used those numbers previously, is puzzling..
if you send me a beta version, I can have a look at it if you want.
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At first it seemed a little speck,
And then it seemed a mist;
It moved and moved, and took at last
A certain shape, I wist.

A speck, a mist, a shape, I wist!
And still it neared and neared:
As if it dodged a water-sprite,
It plunged and tacked and veered.


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  #339  
Old 01-09-10, 09:17 PM
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delta delta is offline
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hmmm I've just looked at the code again, and as far as I can see, it's fine. There must be something conflicting with it, or something else that is overriding it. I have no idea what, but all the code that I've given you - including the bit you put into player.gs - should work fine.
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At first it seemed a little speck,
And then it seemed a mist;
It moved and moved, and took at last
A certain shape, I wist.

A speck, a mist, a shape, I wist!
And still it neared and neared:
As if it dodged a water-sprite,
It plunged and tacked and veered.


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  #340  
Old 02-09-10, 09:32 PM
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Lord Dizzy of Yolkfolk Lord Dizzy of Yolkfolk is offline
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Quote:
Originally Posted by delta View Post
if you send me a beta version, I can have a look at it if you want.

hmmm I've just looked at the code again, and as far as I can see, it's fine. There must be something conflicting with it, or something else that is overriding it. I have no idea what, but all the code that I've given you - including the bit you put into player.gs - should work fine.

It's probably something on my part as im sure if you was doing it, it would be working, anyway I think whenever the game gets nearing completion and release I may send it to you & let you have a look and see if you can sort it...I may have to remind you by then lol..
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