the order of the events and actions is veeery important when working with ini.
First you have to define the ini. then the group, then the item. and finally the shown action with set counter to ini ...
set ini to $appdrive+$appdir+"myini.ini"
set current group to "mygroup"
set current item to "myitem1"
set counter to value of ini
it doesn´t want to work when there is one thing in the wrong order . for example when you first set the counter to the ini before you have loaded the ini to read from
take a look in the events list editor ... veeery important this
For some people, like me, Ini's only work after you actually compile the program. It's an odd little glitch, but I know I'm not the only one who has had this problem.
I'm using the ini plus that comes with MMF (there is one right? maybe I did install the ini+ i had for TGF...), and, um doing it step by step well, that's what i may end up doing. But for that i'd have to put
timer equals to 00'01 - stuff
timer equals to 00'02 - stuff
timer equals to 00'03 - stuff
timer equals to 00'04 - stuff
timer equals to 00'05 - stuff
timer equals to 00'06 - stuff
...etc
wouldn't I? There are 8 weapons to load
You're better off using loop based loading
ex.
=================================
always And Counter is <10 - add 1 to counter
counter=1 - load this
counter=2 - load that
and so on.
This is only because sometimes timed events get skipped on slower systems or in large games.
Craps, I'm an old man!
Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Oh.... silly me....
I picked the normal INI (not plus) from the "Insert new object" dialog...
It can get values from items.....
...
....
So the problem was that I chose INI plus the first time....
It works perfectly now and as I wanted (loading the 8 weapons at start of frame)
Um its a weird game, I think I'll name it "Bizarrity" there are 8 (wacky) weapons (like carrots), and each has it's own type of bullet, so that's why many things have to be loaded at the start of frame. I'll make a preview or submit a demo soon