Doggo120 Posted July 25, 2013 Wazzup! Can I declare a global variable that can hold its value even if I start a new game? I hope the answer is yes.............................. :O 0 Share this post Link to post
Krispy Posted July 25, 2013 Could it be possible to set it by giving the actor an inventory piece that he carries from level to level and it also sets the global variable? 0 Share this post Link to post
Shadow Hog Posted July 25, 2013 I don't think so. That'd still set the global variable back to a default value at the start of the new game, instead of keeping the value from a prior one. 0 Share this post Link to post
Doggo120 Posted July 25, 2013 Krispy I was thinking the exact same thing! Maybe with Dehacked or some other tool? 0 Share this post Link to post
Shadow Hog Posted July 26, 2013 There is literally no way to have a variable carry over between game sessions. None. Every "New Game" is a new session that will have ALL variables reset to their default values. 0 Share this post Link to post
wesleyjohnson Posted July 26, 2013 Doom script engines are very careful to initialize everything so it starts from a predictable clean state. There is one way to carry a token and that is in the players memory. Give the player a code. In a later game the code can be input (will have to be inventive here) to indicate what they have accomplished. Inputting the code can be done by visiting locations in a control room in a specified order, and perhaps pushing buttons. This could be required to exit the room, but if the special code is recognized then your new behavior is triggered. Code example: Blue Red Lower Open Which would mean push blue button, push red button, goto lower level, open the door. You could give the player a code by showing them textures one at a time (perhaps textures of switches and doors). They then have to find those textures (and perhaps push them) to activate the code later. 0 Share this post Link to post
Memfis Posted July 26, 2013 I've heard about malicious wads that fuck up zdoom's settings. So maybe you could theoretically store info in some config parameter? 0 Share this post Link to post
Acid Posted July 26, 2013 Krispy said:Could it be possible to set it by giving the actor an inventory piece that he carries from level to level and it also sets the global variable? How about give x amount of inventory as the acting variable and just read it later? 0 Share this post Link to post
Krispy Posted July 26, 2013 BloodyAcid said:How about give x amount of inventory as the acting variable and just read it later? Exactly. Someone give this guy a cookie. 0 Share this post Link to post
traversd Posted July 26, 2013 Yeh, but the OP wants the value to remain when a new game is started, not just a new map. Or can zdoom retain inventory values between games? Is there perhaps some gameplay var that can be altered that might carry through a new game process. Skill setting for example (providing you can prevent skill menu from appearing). 0 Share this post Link to post
Blue Shadow Posted July 27, 2013 Memfis said:I've heard about malicious wads that fuck up zdoom's settings. So maybe you could theoretically store info in some config parameter? Yeah, with mod-defined console variables, you might pull it off. 0 Share this post Link to post
Gez Posted July 27, 2013 Memfis said:I've heard about malicious wads that fuck up zdoom's settings. Skulltag/Zandronum settings maybe, because it allows modders access to the console through ACS. ZDoom doesn't. 0 Share this post Link to post