Request: A script which allows you to activate or deactivate self switches using the call script function.
Function: This would allow you to control the self switches of another switch on the same map, using the call script function.
The code used could basically be: [Switch ID],[Self switch],[on/off]. Of course this option would only be available if the events are on the same map.
example:
Map ID: 001
Event 001:
page 1 <no switch required>
Page 2 <if Self Switch A is on>
Event 002:
Page 1 <player touch>
Activates a little scene and at the end uses a call script to activate self switch A on event 001.
Reason for request:
The whole idea of switches slowing the game down performance wise worries me when deciding to use a switch, so whenever i can avoid it i will. I know i'm blowing this out of proportion, as the game would probably slow down when it starts to use 500+ switches or something but it would be pretty cool to be able to activate events with the method i've described above.
For example, i have a huge locked door as an event graphic. Because of the size, the player is able to walk through the sides of the door <_< so i have to place extra non-passable blank events which would be disabled once the door is unlocked. Now whilst i can do this using move event command on the main door event. Upon re-entering the room the blank events are back. And i hate the idea of having to use up a switch just for this.
I'm not a scripter so i don't know if this would even work but it was an idea that popped up in my head a few minutes ago ^_^
Actually it would probably help me too if someone could give me a rough idea of when switches begin to slow a game down or affect its performance? lol.
thank you
Function: This would allow you to control the self switches of another switch on the same map, using the call script function.
The code used could basically be: [Switch ID],[Self switch],[on/off]. Of course this option would only be available if the events are on the same map.
example:
Map ID: 001
Event 001:
page 1 <no switch required>
Page 2 <if Self Switch A is on>
Event 002:
Page 1 <player touch>
Activates a little scene and at the end uses a call script to activate self switch A on event 001.
Reason for request:
The whole idea of switches slowing the game down performance wise worries me when deciding to use a switch, so whenever i can avoid it i will. I know i'm blowing this out of proportion, as the game would probably slow down when it starts to use 500+ switches or something but it would be pretty cool to be able to activate events with the method i've described above.
For example, i have a huge locked door as an event graphic. Because of the size, the player is able to walk through the sides of the door <_< so i have to place extra non-passable blank events which would be disabled once the door is unlocked. Now whilst i can do this using move event command on the main door event. Upon re-entering the room the blank events are back. And i hate the idea of having to use up a switch just for this.
I'm not a scripter so i don't know if this would even work but it was an idea that popped up in my head a few minutes ago ^_^
Actually it would probably help me too if someone could give me a rough idea of when switches begin to slow a game down or affect its performance? lol.
thank you