Feature Preview #2 - Custom Game Flags #20
SuperHackio
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The vanilla game has a variety of flags that get set during gameplay when certain global events occur, such as getting a powerup for the first time. You'll never see the "you got a fire flower" message again after the first time, and that's controlled by a flag.
In GLE-V3 (or right now if you compile the repository), you are able to set these flags whenever you want with the brand new SetFlagSwitch!
Using set flag switch, you'll be able to:
Using the GameEventValueTable, you can make your own custom flags and use them for whatever you want.
Here's an example:
In the image below, I have a testing level with a Ground Pound switch and a custom transparent fire flower model.
(The transparent fire flower does nothing but rotate)
In the image, the flag has not yet been set.
In this next image, I have hit the ground pound switch, which turned the transparent fire flower into a real fire flower
(by turning one off and turning the other on, basic vanilla game switches here)
So now we can go wherever we want and the real fire flower will always be here.
In the image below, I have left the galaxy and gone to another galaxy, and then returned (proved by the switch being reset). See the flower is still here because the Ground pound switch activated a SetFlagSwitch, and I then used a ScenarioSwitch to determine at level start if the flower should be real or not.
You can go literally anywhere and it the custom flag will remain. In addition to this, you can also save the game, exit the game completely (or even turn off your Wii), and when you come back, it will still be set. Yes, these values are saved to your save file.
You could do many things with this like the example I showed above. Other ideas include:
I'm sure there's plenty of other uses for custom flags, so get creative!
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