Quote
Originally posted by Rubber Ducky:
**Doorstep #1 - > teleport to interior, map position inside door, stamp control for objects not fixed, NPC control for inhabitants, set gb_housecall = 1. Same for each other door. Doorstep #5 sets gb_housecall = 5, etc.
Interior door sill calls event -> teleport to town, if gb_housecall = 1 then map position x1, y1. If gb_housecall = 2 then map position x2, y2. And so on down the line. After teleport back change gb_housecall = 0. **
But what if someone were to "mark" a house, leave, enter another house, "recall" back to the previous house, then leave? If you set gb_housecall upon entering the house then it would still be set for house #2 and thus would goof up the exit. If you need to use a global then it should be set on the exit side since you know which house you are in. Set the appropriate exit global, then check it and assign global positioning.
However...
You shouldn't need globals at all since the entrance/exits of the houses will never change. You know where the player needs to be teleported to, so when they walk to the door entrance just use a coordinate change and teleport event objects to put them inside the house they are entering, and then on the inside of the house a change coordinates and teleport event objects to return back to the map.
But the bottom line is that since nothing is dynamic, you know where the player should be going. Just open up the map editor and find the coordinates of the door for the house, and that is where they should appear when they leave the house in question.
This shouldn't be complicated.
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(This message has been edited by Stark Bledfast (edited 08-05-2003).)