ZombieSquirrel
Member
Hi everyone, weird question maybe:
I want to teleport my player to multiple rooms, then go back to the starting room.
The reason is that I want, at a certain moment, have the player teleport to each room,
change that room's instances, go to the next room, change that next room's instances,...
and so on until the list is complete, then go back to the "current room". All of this should
happen during a fade-out screen, which I've already been able to make.
The reason is that I need access to other room's specific instances during this transition. You see, I set a variable to "0". If that one is "0", certain instances will change or even duplicate…. in those other rooms, but only once and then move on to the next room, repeat untill all rooms are done and go back to the starting room.
All in a short time during a 5 second fade-out, fade-in (making it invisible to the player that the player object is actually being teleported all around the game very briefly).
The other rooms are persistent, but the instances in them are not flagged as such, and that should remain that way.
I tried:
room_go_to(room1);
room_go_to(room2);
.
.
.
room_go_to(current room);
If i just go to the first room in the list, and leave out all the others and don't return, obviously i can do exactly what I want with the instances in that room, but then I won't go down the list and return. When making a list like this, it seems to me that the only code that is being run is the final line in the list, basically as if the player is teleported to the current room again while ignoring all others (which has the same effect as room_restart, which is what happens).
I think I don't understand how room_go_to works in this case. I just can't figure it out.
I want to teleport my player to multiple rooms, then go back to the starting room.
The reason is that I want, at a certain moment, have the player teleport to each room,
change that room's instances, go to the next room, change that next room's instances,...
and so on until the list is complete, then go back to the "current room". All of this should
happen during a fade-out screen, which I've already been able to make.
The reason is that I need access to other room's specific instances during this transition. You see, I set a variable to "0". If that one is "0", certain instances will change or even duplicate…. in those other rooms, but only once and then move on to the next room, repeat untill all rooms are done and go back to the starting room.
All in a short time during a 5 second fade-out, fade-in (making it invisible to the player that the player object is actually being teleported all around the game very briefly).
The other rooms are persistent, but the instances in them are not flagged as such, and that should remain that way.
I tried:
room_go_to(room1);
room_go_to(room2);
.
.
.
room_go_to(current room);
If i just go to the first room in the list, and leave out all the others and don't return, obviously i can do exactly what I want with the instances in that room, but then I won't go down the list and return. When making a list like this, it seems to me that the only code that is being run is the final line in the list, basically as if the player is teleported to the current room again while ignoring all others (which has the same effect as room_restart, which is what happens).
I think I don't understand how room_go_to works in this case. I just can't figure it out.