thanks. still adjusting..
But... doesn't the condition under the while loop 'break out of the loop'? I thought that is what the condition was for.. to tell it when to stop and move on?
Because if I want a group of actions to happen a certain # of times, i.e. I want it to run until a variable reaches 0, is there a better way to do that?
Should I have the group of actions run from a blank event, then have a sub-event after the actions that says 'if ____ , repeat group of actions' 'else ____' ?
for example, the process I want repeated until global var numScenarios=0 is a group of actions that includes choosing the door, checking if the answer is right, and having something happen if it is correct, and something else happen if it is incorrect. Then I want this to happen all over again with a new scenario.
My measly mind just cant understand how this would happen over and over again without something like a while loop telling it to keep going UNTIL numScenarios=0....
I'd do it like this (if I understood what you are aiming for correctly):
- When player clicks on door(on touched trigger), check if the answer is correct or not. Do necessary actions.
- If numScenarios =0, go to next scenario. This doesn't need a while loop, just leave condition 'numScenarios= 0' at your events with related actions. When numScenarios = 0, those actions will run.
You could think it like that there is a constant while loop automatically going through the event sheets and checking what conditions should be triggered. :)