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Difference between revisions of "AGIWiki/Memory and Script"

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Text replacement - "</source>" to "</syntaxhighlight>"
m (Text replacement - "<source lang=" to "<syntaxhighlight lang=")
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  reset(script_blocked);
  reset(script_blocked);
  }
  }
</source>
</syntaxhighlight>


==== Save Script Position ====
==== Save Script Position ====
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  load.view(20); // script contains view 10, 20
  load.view(20); // script contains view 10, 20
  pop.script(); // script contains view 10
  pop.script(); // script contains view 10
</source>
</syntaxhighlight>
To use in a real game, you need to initialise push.script first. This is similar to the first example in blocking script writing (but overkill):
To use in a real game, you need to initialise push.script first. This is similar to the first example in blocking script writing (but overkill):
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
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  pop.script(); // script doesn't contain either
  pop.script(); // script doesn't contain either
  }
  }
</source>
</syntaxhighlight>
Here is my version of code to swap the ego's view and still letting the player save the game:
Here is my version of code to swap the ego's view and still letting the player save the game:


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  ...
  ...
</source>
</syntaxhighlight>
Logic 70 - View switching logic. It can be given any number, just make sure it's the same in the calling logic.
Logic 70 - View switching logic. It can be given any number, just make sure it's the same in the calling logic.


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  return();
  return();
</source>
</syntaxhighlight>


This is a better solution, because the script will have the correct views loaded when a game is restored and the script size will no increase each time the game is saved.
This is a better solution, because the script will have the correct views loaded when a game is restored and the script size will no increase each time the game is saved.
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