Author Topic: Flag Scripts  (Read 740 times)

echolite

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Flag Scripts
« on: March 15, 2018, 12:28:47 PM »
A short little level showing you some basic flag commands to destroy locks (or warp tokens).   :viridian:
Download my level at http://www.mediafire.com/file/1djaie6c6lck8y5/flagscripts.vvvvvv

Here are some basic flag commands:

ifflag(#, script)
flag(#,on,off)

Thank you! Hope you learned some new scripts that would be good to use!

Pro Tip: Use VED because of easier navigation for scripts

Thanks again!!!  :viridian:  :viridian:  :viridian:
Get Ved at https://tolp.nl/ved/?p=download
« Last Edit: March 24, 2018, 03:52:21 PM by echolite »

SteveGamer68

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Re: Flag Scripts
« Reply #1 on: March 23, 2018, 09:42:03 PM »
Adding more to echolite's post.
You can also make a 1-time trigger:
Code: (onlyonce) [Select]
ifflag(flag,stop)
flag(flag,on)
[insert the dialogue/command for the one time trigger]
Warnings:
The "flag" argument in ifflag and flag must be the same! (i.e if you enter ifflag(0,stop) then you need to enter flag(0,on).)
The "stop" script (or any other script) must be nonexistent! (or with nothing inside) so that the next time you trigger it, it will redirect to script stop but it have nothing so it justs resumes play. (i.e you can enter ifflag(flag,a) and it will still works as long as script a don't exist or don't have anything insde.)
(And sure, basic flag commands can be used to make keycards or you can make a complex number pad)

edit: you can make a keypad by simply using gotoroom (easier) or use flags (harder, but cost less rooms)
I made a test about keypad.
edit 2: here's the file.
« Last Edit: March 23, 2018, 11:00:14 PM by SteveGamer68 »

echolite

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Re: Flag Scripts
« Reply #2 on: March 24, 2018, 03:52:44 PM »
Thanks, SteveGamer68!

SteveGamer68

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Re: Flag Scripts
« Reply #3 on: March 31, 2018, 08:07:22 AM »
btw, make a fix for my keypad test, adding dialogue when you already use the code.