Hey gang,
King_Cool, close, except I have an and condition:
You press 'A' to select Turret A ( making Turret B completly inactive, and making Turret A completely active )
You press 'B' to select Turret B ( making Turret A completly inactive, and making Turret B completely active )
And yes, once I get this working, I'd like to do "turret upgrades".
jn2002dk
Hmm... I see what you did, but I'm really trying to wrap my head around what is going on, lol. Where is the mind blown emote?
The part that is confusing is the identifier (alterable value). I see how you are adding 1 to it, so that each time the loop is called, the next turret will get a new value. But several questions:
1. "identifier" is not referenced during the turret selection. During that part its setting the internal flags to on or off for flag 0 or 1 on the controller object...explain, lol?
2. Is "identifier" the same thing as the controller object? I'm asking because it seems that internal flag 0 is how you are referencing identifier 1 (for turret 1)?
3. The special condition column events don't reference the identifier or the controller... :o It is setting the global variable "Selected Turret" to a value... how is that used in selecting a turret?
Sorry for the questions, but it REALLY helps me to understand your solution rather than just copy / paste it and say thanks
[Edit]
Wait... I clicked around and discovered a few things.
--Identifier is an alterable value for the turret.
--IdentifierAdd is a global variable
Ahhh... Since you cannot change an alterable value for an object during creation, you are setting it to a global variable that can, correct?
So that answers #2... #1 and #3 still apply because I don't see how you "selected turret 1" by referencing the global variable "Selected Turret". I would assume you would have to set the internal flag value of the qualifier (arms) that the turrets belong, equal to the identifier. Please help
Thanks!
wiggy