Well, I'm working on a game to help practice using AGS and have ended up a point where I'm not sure what to do.
The player has a map screen that is displayed whenever the player leaves a location, and it asks them where they wish to go next. It's just a room with objects on it that represent the locations the player can travel to. What I'm trying to do is, when the player asks another character something in a dialouge, he'll get directions to a new location and have this reveal the object on the map screen that represents the place he just got directions to. I looked in the manual and decided to try and use Global Variables to control it. So, I created a Global Variable. It's type was set to Int and the starting value was 0. So then at the end of the dialouge option I put in
set-globalint 1 1
After that I went to the map screen room and, under "Before room fade in", put in
if (BossHouseOn == 1){
BossHouse.Visible = true;}
But it doesn't work. Would anybody be able to tell me what am I doing wrong?
The room script should probably look something like the following.
// *** Room Script ***
if (GetGlobalInt(1) == 1) {
oBossHouse.Visible = true;
}
else {
oBossHouse.Visible = false;
}
set-globalint is obsolete, used by old versions of AGS. What you should have in your dialog script is:
BossHouseOn = 1;
(remember to indent the line with a space so that AGS knows it's a scripting command).
Then, the script you put in the room should work correctly.
Thanks, guys, for your help. The scripts work perfectly now.