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Carrying values

Posted: October 8th, 2010, 7:14 pm
by chocolatepie33
I'm pretty sure I've asked this like a million times before, but never really got anything...

Is it possible to carry over values in maps, so, here's a real-world example:

1: WORK- get check (1), go to map 2 (intermap teleport)
2: BANK- get money ($500), lose check (need check from map1 to get money), go to map 3
3: STORE- buy wooden chests (50) for Pizza's games, lose $500 from map2, go to map 4
4: HOME- rest. go to map1, part 2.
Restart.

Kind of like inheritance in C++ with base classes and derived classes for you programmers out there, I guess.

Re: Carrying values

Posted: October 8th, 2010, 7:28 pm
by daltonds1
Yes, but this is almost impossible with out a game saving system in 2.5 idk if your talking about 2.6 or not

Re: Carrying values

Posted: October 8th, 2010, 7:50 pm
by chocolatepie33
I don't yet have 2.6, I'm getting it ASAP, but I would prefer both, only because of coding differences.

Re: Carrying values

Posted: October 9th, 2010, 6:42 pm
by arcones
Chocolate, That's possible if you only have one scenario per map (I'm pretty sure). Say you can only get that one check. Then just code that check into the next map automatically. But I'm pretty sure that's it.

Re: Carrying values

Posted: October 9th, 2010, 7:01 pm
by chocolatepie33
alright, but what if you get 49 chests instead of 50 and use the remaining money on a sandwich? It'd have a value of 49 chests, 1 sandwich, but if i did that, it'd be 50 chests.