A small thing, but... wall object (DMute)
Posted: Sun Dec 10, 2000 4:00 am
putting c in the third byte of a wall object will mean that it can only be activated by a mouse when the object is the last one on the list (much like my recent posting on the power gem objects)
Combine these two and you can create, as someone asked about months ago, a gem hole that can be turned into a toggling switch!
Have three wall objects-
1) Green/blue button (out), active with 3rd byte c, and activating whatever (say a toggle to a door)
2) Green/blue button (in), inactive with 3rd byte c, and 7th byte 10
3) Gem hole, with 3rd byte 91 and 4th 41/40. active and initially activating the door, etc
So, when the gem is placed in the hole, it will initially toggle the effect, and give a button (in) graphic (and this object will be removed). Only now can the button be activated as normal with the mouse, pressing to reset it (button out), then pressing it again to toggle.
I have tried to create a 'bouncing' switch using pressure pads in the wall, but this seems to crash the game (dson't know why), but this double pressing button works fine.
Combine these two and you can create, as someone asked about months ago, a gem hole that can be turned into a toggling switch!
Have three wall objects-
1) Green/blue button (out), active with 3rd byte c, and activating whatever (say a toggle to a door)
2) Green/blue button (in), inactive with 3rd byte c, and 7th byte 10
3) Gem hole, with 3rd byte 91 and 4th 41/40. active and initially activating the door, etc
So, when the gem is placed in the hole, it will initially toggle the effect, and give a button (in) graphic (and this object will be removed). Only now can the button be activated as normal with the mouse, pressing to reset it (button out), then pressing it again to toggle.
I have tried to create a 'bouncing' switch using pressure pads in the wall, but this seems to crash the game (dson't know why), but this double pressing button works fine.