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dmg-5484
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kit2game.txt
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1995-11-30
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8KB
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193 lines
THE THIRD DIMENSION
3DKIT 2 TUTORIAL GAME FOR BEGINNERS: MISSION (IM)POSSIBLE
----------------------------------------------------------
Part 8
This issue I will add the remaining conditions to our Mission 2 area
and create another brushanimation.
I already made a condition for each bomb to be deactivated. To make it
a bit more difficult for the player, I will add another possibility to
the bomb condition.
If the bomb is activated, it will in fact be de-activated.
If the bomb is shot, however, it will blow up the whole city, including
the player.
In order to achieve the lastmentioned effect, I have to create a group
containing all the objects in the area. So I create a group (nr. 107),
edit it by adding all objects, except the Floor (Cuboid 1).
It would also be nice to see an explosion in the area to this effect.
Therefore I create another brushanimation in the same way as already
explained in an earlier issue.
I have to add a line again to my Initial Condition to disable this
brushanim at start:
DISABLEBRUSHANIM (3).
The picture of the brushes I used is present on this disk.
The condition for each bomb reads as follows now:
First part: IF ACTIVATED?
THEN SOUND (15)
DELAY (20)
SOUND (16)
DELAY (20)
SOUND (15)
PRINT ("YOU DEACTIVATE THE BOMB!",3)
DELAY (200)
DESTROY (60) - number of bomb group
SOUND (14)
ADDVAR (20,V32)
ADDVAR (1,V34)
ENDIF
Second part: IF SHOT?
THEN SOUND (21)
DELAY (30)
SOUND (21)
FADEOUT (107)
FOR (V35,0,25)
WAIT
NEXT
PRINT ("YOU BLOW YOURSELF AND...",3)
SOUND (6)
DELAY (150)
PRINT ("THE WHOLE CITY TO PIECES!!!",3)
SOUND (6)
DELAY (200)
PRINT (" ",3)
SOUND (21)
GOTO (1,1)
ENABLEBRUSHANIM (2)
STARTBRUSHANIM (2,120,90,2)
ENABLEBRUSHANIM (3)
STARTBRUSHANIM (3,160,90,2)
DELAY (300) )
ENDGAME ) - AMIGA/ATARI ONLY
ENDIF )
FOR (V35,0,25) )
WAIT ) - PC ONLY
NEXT )
ENDIF )
The end of this condition differs slightly on the different computers.
This is because I discovered that when using the ENDGAME option on
the PC, so that the game is reset, resulted in the still remaining two
brushanims on screen. Then you had to press ESC again to get rid of them.
I now solved this problem by making a local condition in area 1 that
tells the player to press ESC twice. The local condition reads as follows:
TEXTFONT (1)
TEXTCOL (7,2)
PSTRING ("PRESS ESC TWICE TO RESTART",80,90")
In order to limit the time to complete this mission, I will use variable
35 as a timer again. Therefore I create Local Condition nr. 1 and edit
it as follows:
FOR (V35,0,50) - AMIGA/ATARI FOR (V35,0,300) - PC
WAIT
NEXT
SUBVAR (10,V31)
SOUND (20)
I use the WAIT NEXT command that will enable the player to walk in the
area while the timer is expiring. I added a clock-sound. The condition
is also connected to variable 31, so the player will see in the Power
instrument how much time is left.
I create and edit Local Condition nr. 2, which will be connected to
variable 34 (the one that counts the bombs that are deactivated). So
if V34=5, the mission is completed:
IF VAREQ? (V34,5)
THEN SOUND (19)
PRINT (" CONGRATULATIONS!!! ",3)
DELAY (150)
PRINT (" You saved the city!! ",3)
SOUND (19)
DELAY (150)
PRINT (" ",3)
SOUND (19)
DELAY (150)
GOTO (1,1)
PRINT (" Level completed! ",3)
SOUND (19)
DELAY (150)
PRINT (" ",3)
SOUND (9)
DELAY (50)
SETVAR (0,V34) (this is omitted in the PC version)
GOTO (1,2) -Choice area
ENDIF
The reason why setvar (0,v34) is omitted in the PC version is because
the datafiles are connected through the Loadworld Command so it will
not be of any influence on other areas.
I create and edit Local Condition nr. 3.
This condition will be connected to variable 31 (Power) and looks a
bit like the General Condition nr. 1 (which is omitted in mission 2 on
the PC for the same reason as mentioned above). To avoid conflict with
this General Condition on the AMIGA/ATARI, I adjusted the lowest value
of variable 31 in this local condition:
AMIGA/ATARI
IF VARLT? (V31,10)
THEN
FADEOUT (107)
FOR (V35,0,25)
WAIT
NEXT
GOTO (1,1)
ENABLEBRUSHANIM (2)
STARTBRUSHANIM (2,120,90,2)
ENABLEBRUSHANIM (3)
STARTBRUSHANIM (3,160,90,2)
SOUND (21)
DELAY (50)
TEXTFONT (1)
TEXTCOL (7,2)
PSTRING ("ALAS..YOU AND THE....",100,110)
PSTRING ("CITY ARE BLOWN.......",100,120)
PSTRING ("......TO PIECES......",100,130)
DELAY (150)
ENDGAME
ENDIF
ENDIF
PC
IF VARLT? (V31,10)
THEN
FADEOUT (107)
SOUND (21)
FOR (V35,0,25)
WAIT
NEXT
TEXTFONT (1)
TEXTCOL (7,18)
PSTRING ("ALAS..YOU AND THE....",100,110)
PSTRING ("CITY ARE BLOWN.......",100,120)
PSTRING ("......TO PIECES......",100,130)
DELAY (250)
GOTO (1,1)
DISABLEBRUSHANIM (1)
ENABLEBRUSHANIM (2)
STARTBRUSHANIM (2,120,90,2)
ENABLEBRUSHANIM (3)
STARTBRUSHANIM (3,160,90,2)
SOUND (21)
FOR (V35,0,200)
WAIT
NEXT
ENDIF
If the variable 31 is lower than 10, the brushanimations 2 and 3 will
be activated and everything (group 107) will blow up.
You can now play two missions.
Next time I will start with the creation of the areas belonging to
Mission 3.
Mieke