My second Tutorial. This time on Transitional Maps
This is Pharonix' Efficient transitions Tutorial.
You will need a few things, 1 Variable - to keep track of the exit events. Also 2 events per transitional map With use of Conditional branches.
In order to perform the efficient transition. You will need to set the variable of your choice - your [Transfer number] variable, here it is  during the transfer event, start with, [control variables] -> :Transfer Set it to a number SPECIFIC to the event, so it is best to ALWAYS go in order.
For example, staircase A1 and A2 would set :Transfer To 1, B1 and B2 would set :Transfer to 2 and etc.
For the conditional branches, all you need is one branch per total number of events sending to the Transitional map so if 9 events use the transitional map, use 9 branches.
The branch looks somewhat like If :Transfer == 1 Transfer player map x loc(x,y) else If :Transfer == 1 Transfer player map x loc(x,y)
THE transition events
event StairA1 Control variables :Transfer = 1 Transfer Player: Transitional map x,y
event StairA2 :Transfer = 1 Transfer Player: Transitional map x,y
Exit left If :Transfer == 1 Transfer player MAP001 loc(x,y) (Location of Stair A1)
Exit right If :Transfer == 1 Transfer player MAP001 loc(x,y) (Location of Stair A2)
This also works well when making a stair puzzle in which you also want a transitional map.
Next imagine if you want a certain staircase to CHANGE the destination if a switch is pressed This is easily attainable by adding a conditional branch AROUND the variable setting such that
If Switch is on control variable Transfer = x else Transfer = 1
You wil have to remember to add the correct branches to the Transfer map such that the way you entered will lead back the way you came, and the way forward will go where you want
You will also have to change the new destination to have the same conditional branch, unless you want a ONE WAY passage, in which case you would turn the switch off after the transfer unless you want that passage to permanently be open, unless you want it to be locked.
This post has been edited by Pharonix: Jul 24 2011, 06:03 PM
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QUOTE (X-M-O @ Jun 19 2012, 02:45 AM)
so what's going on in this thread?
Redd's back and the first thing he does is...
pick my mom up in 15 ...*sigh*
You know it's legit!
Then again, I wrecked the last one...........
Oh ok you can have a pink frosted sprinkled doughnut
This seems....odd. Mind you, if you used "input number/variable" for the transfer variable, so that the player sets the variable themselves (rather than just arbitrarily sending them somewhere) , you could make an elevator event. Otherwise, it's application is a bit unclear, but that may just be me.