Moving over hotspot

Started by Harvester, Sat 30/08/2003 22:19:02

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Harvester

I'm not sure if this belongs here or in the beginner's technical forum, so feel free to move it, I won't kill anyone (though the name of my name is Kill, ha!).

Anyway, here's the deal:

The character appears on the left side of a hallway. He can't go through the hallway before he gets rid of a nasty enemy that stands there. So, I made a hotspot between the player character and the enemy and when the character gets on that part of the floor, he returns and says something like "I'm not gonna get near that thing" or something. It works fine when I try simply to MOVE character to the other side of the room.
But, there is a door on the other side of the room (he shouldn't be able to reach it before he gets rid of the Enemy). However, when I interact with the door, he simply moves there, passes over the hotspot and ignores it. I tried removing walk-to point and putting a simple MoveCharacter(coordinates of the door here), since that should be a non-blocing function, but still the same thing happens. I guess I can simply "avoid" this problem by putting something like
if (character[ENEMY].room == <number of the room>)
{
Display("I can't go there now.");
}
but I'd like to have more elegant solution. Is there a command I can put in the piece of script dealing with interacting with the door that will make the player character do what he's supposed to do when he stands on the hotspot?
None shall pass!

Paranoid Factor

Scummbuddy

would it be possible for you to run an if statement checking to see whether that specific walkable area is disabled or not?
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

evilspacefart

maybe you should leave the area before the monster as unwalkable and only turn on another  walkwable area there when the monster is gone. and right before it, use a "player walks on to" region that tells the player he/she can't go now.

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