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AGI Programming => Mega Tokyo AGI Archive => Topic started by: Corby on May 07, 2003, 09:02:41 PM

Title: Silly question: Ego death
Post by: Corby on May 07, 2003, 09:02:41 PM
How exactly do you kill your character? In my first game, you couldn't die, so I never learnt this. Is there a special flag or something? Thanks for your time.
Title: Re:Silly question: Ego death
Post by: Chris Cromer on May 07, 2003, 09:12:10 PM
Code: [Select]
   load.view(1);
    set.view(ego,1);
    program.control();
    stop.motion(ego);
    death_type = 1;

Basically what happens with this code is it loads view 1, sets ego to be view 1, turns on program control(so the user can't move the ego anymore) stops the ego's motion, then sets death_type to 1 which prints death message 1 which can be found in logic 94(logic 94 is the death script).

If you need more help just ask.
Title: Re:Silly question: Ego death
Post by: Andrew_Baker on May 07, 2003, 10:45:16 PM
You can also have multiple death type messages by using setting death_type to a different number.
Title: Re:Silly question: Ego death
Post by: Corby on May 07, 2003, 11:58:14 PM
Then after the death, the player can only restore or restart, as in standard sierra games?
Thanks for the help.
Title: Re:Silly question: Ego death
Post by: Chris Cromer on May 08, 2003, 12:21:15 AM
Yes, and your welcome.
Title: Re:Silly question: Ego death
Post by: Kon-Tiki on May 08, 2003, 09:43:18 AM
Never knew about death_type ::) What I always did, is using a print command with the message, then call(94); ::)
I guess the method given earlier is better though.

-Kon-Tiki-
Title: Re:Silly question: Ego death
Post by: Andrew_Baker on May 09, 2003, 12:06:11 AM
I never took advantage of the different possible death messages.  That just never made it into my feature list.  Too bad, really, as that could have made for a great place to make some voodoo jokes.
Title: Re:Silly question: Ego death
Post by: Oliver on May 09, 2003, 02:36:50 PM
Never knew about death_type ::) What I always did, is using a print command with the message, then call(94); ::)
I guess the method given earlier is better though.

-Kon-Tiki-


Yeah....same here Kon-Tiki