Else functions in changes

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richard
Posts: 199
Joined: Fri Jun 18, 2004 9:00 pm

Else functions in changes

Post by richard »

Maybe something could be added by a CE´s change page:

- Extended change, replace all or nothing
- Else if change page X does not change, -change-

That "else if" could be inserted in a new change page.
Anyways, is it possible to make ?
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Holger
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Post by Holger »

It is possible to add such a function.

But I think it is very specific (although I'm sure that _you_ know exactly for what you'll need it ;-) ), so most users will be more confused by it than being able to make use of it, I'm afraid.

Then, there are already a huge amount of other features that probably make more sense for most other level designers. (For example, "change actions" like "add/subtract emerald" etc.)
richard
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Post by richard »

But I think it is very specific
Hmm... I think needed it very often...

For example:

A CE-boundle (more CEs for only 1 element), that changes extended to more elements in 5 seconds (to 9 check-CEs, dissappering in 0 frames). If it can´t, it should change to 1 emerald.

That´s only a short example ! Anyway, it would be good to have an else funktion... somewhen :D
Then, there are already a huge amount of other features that probably make more sense for most other level designers. (For example, "change actions" like "add/subtract emerald" etc.)
What do you mean ?
Zomis
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Post by Zomis »

Aaah, now I at least think I know what Ric means.
When using the "replace all or nothing" function, and the CE cannot change to it's content because there is something in the way, it should change to element <x> instead.
This would only need 2 bytes in the file structure, the element for x.

When using the replace all or nothing function, this property is important.
The default setting should be the current CE (for example, CE 1 changes to extended blablabla, all or nothing, if not possible then just change to CE 1).

Or well, something like that :)
This idea could indeed be useful.
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