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Author Topic: Scripts in GM8  (Read 1482 times)

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Scripts in GM8
« on: February 21, 2011, 11:26:49 pm »
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I want to create a script in GM8 for room transitions in UN Squadron.  The problem is I am not too familiar with how scripts work.

Would I set something to an argument?
Something like:
script_execute(scrRoomTransitions,argument0);//where argument0 is the actual room id

Everytime a room transition occurs, that script would be called.  Argument0 is the room id that the the room_goto(numb) uses.
So, numb is equal to argument0.  When you need to go to a different room, change argument0.

Am I making any sense?
Seems like the best way to handle room transitions since they all fade out and in without having to code a transition into objects themselves.

Also, will this work in GM8 lite?  According to the manual, what I am asking falls under Changing Resources which is Pro only :/
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Mamoruanime

@Mamoruanime
Re: Scripts in GM8
« Reply #1 on: February 21, 2011, 11:33:31 pm »
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Executing scripts doesn't change resources... It just runs the ones you already have.

Scripts are simple; think about it in C# terms-

scrRoomTransitions(int roomID)
{
//perform actions
}

^You're in effect doing this when you run script_execute. Easiest way to break it down :P
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