by JSlayerXero » November 16th, 2013, 11:42 am
I'm pretty sure it would be really hard to recreate the player, so this would require custom characters. Unless you mean both are the player and you know you switched by placing a statue or something. Second, it's possible to make it so that Bob's kill count doesn't go up even if Derek could kill the knights. If you set the knights to skip the add process if say, branch if g_player > 1 go to line 7, then even if Derek could kill, it wouldn't affect Bob's number. Alternatively, you could give them separate numbers and have the knights Go To certain add or set commands based on who killed them. I forget which poison effect you're talking about, so you'd have to remind me. Maybe I'm misreading you, but that's what I have to say about what I understand. Even if the player acts as both Bob and Derek then you simply need to let the game know which you're playing as, which can be done with a single variable, and then add lines into the code to make sure objects do different things if they interact with the two differently, such as Derek using all buttons as springboards will Bob uses them to open gates.
Edit: If you're asking if you can pause a timer, I do believe there's a "pause trigger" command that should stop it dead in its tracks and stop a counter/timer where it is.
Edit 2: Turns out I was wrong.
Last edited by
JSlayerXero on December 10th, 2013, 8:49 am, edited 1 time in total.

I hang out with Jesus.
Even though I prefer to go by Xero, nobody calls me that it seems.