I'm having a bit of a difficulty with the flashlight/glow effect.
I've tried a few, but they never work ;-; </3
I'm probably doing something wrong, I haven't been on here for awhile so I might be making sooo many mistakes :/
Can anyone help me get a flashlight effect, and what to do with it? D:
@lanishark: please create your own topic for this. This topic is about complicated event systems - creating a flashlight is not one of those complicated systems, and it's been done so many times before, you could easily google one and find like ten different tutorials or videos.
I have spent some time tinkering with events and have come up with a system to create and remove the events. It requires a few classes, and an interpreter add-on, and optional add-ons for the game_map, with required add-ons for the game_map. It should allow for an easy way to create events, or destroy events from the interpreter line.
The events know their own id, so you can use it to destroy the events.
The events have more tags, so you can use them to enhance your system further.
The events can be moved, changed entirely, destroyed, etc. Each feature will take more time.
The system isn't ready yet, however, given a few more weeks it'll be ready for the community to test the hell out of it, without needing much scripting knowledge.
This system could solve tons of issues with eventing.
I needed help with an event I'm working on. There is a section in the game where you need to convince five guards to join you in an attempt to overthrow the king who rules this particular city. After you speak to them they travel to the resistance's hq. But I don't know how to make an event that recognizes that all five guards have gone to the house so you can progress in that quest.The way I have tried to do this is to set a variable to '1' after you talk to the guard, but when I try to use a conditional branch, I need to make one for every possible solution, ex. if guard 01 = 1 or above, guard 02 =1, etc. Is there an easier way? Please help!
You need to use variables and self switches. Add 1 to the same variable each time you talk to a guard, and also turn on a self switch, and add a new page conditioned by the self switch. This is a simple thing, not a "complex event system", which is what this game is for.
I suggest you go over some basic tutorials, read the help file (F1 in the editor) and get your head around the basics.