QUOTE (ArcticYoshi45 @ Jan 26 2011, 05:37 PM)

You could omit the second variable by simply comparing the first control variable to a constant instead of another variable, i.e. instead of it equaling a variable it would equal 1243 or whatever, and if the number was wrong the siren could go off or something.
That's exactly how it works.
Following your example, it would be [variable: code= 1234], since the combination is 1234. "Code"
is the constant; you're just setting it so the game can see if the two match. It's also handy if you have a fancy security system (keycards + codes) and you don't want to set it for each lock. If you want to go that route, go find my HellFIRE event, which gives you a fun way to set a bomb to
blow up that carefully-guarded facility...
for making a "click: when the tumbler hits a number, just have it add +1 if you press "up" and minus -1 when you press "down" (though I've never had any luck with button press mechanics

). You then have the computer play a SE when a certain number has been reached.