Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: viktor on Fri 06/08/2004 13:22:30

Title: conditionals- solved
Post by: viktor on Fri 06/08/2004 13:22:30
ok now I hawe to be a real nusence already  :P
I hawe a character that can do sommething in the game that isn't  important for the outcome. Like read a mesage for example. But In one room he can't do that. Is there any other conditional other than variables to make this work. Like a script or something. Becouse in interactions editor i can't find anithing.
Title: Re: conditionals
Post by: SilverWizard_OTF on Fri 06/08/2004 13:51:53
I got confused a little (something that rarely happens to a wizard, by the way). Do you mean that  you want to disable your character's ability to read, to a certain room? If you have a cursor that represents this ability, then the script command DisableCursor ( //cursor number)
is for you
Title: Re: conditionals
Post by: viktor on Fri 06/08/2004 16:23:59
No no. I wan't to disable everithing he can do only with the bottle. If I understood right you mean I should disable cursors whitch i need for other stuff...
Oh well i'll try with variables.
Title: Re: conditionals
Post by: Barbarian on Fri 06/08/2004 16:38:47
Yep, probably setting a variable(s) is a good option... but, I was thinking of a different kind of "work around" for making something non-interactive.

Okay, let's say the object you're interacting with is a bottle? So, you allow the first interaction to do something and you want any interaction after that to have no effect?

So, you have, let's say, object 1, the "interactable bottle", in which you initially have set to be visible and will allow the character to interact the first time with. Have an identical bottle, object 2, let's say it's the "non-interactable bottle", and have it set in the same place as the "interactable bottle", in which you would initially have not-visible. So, when the character finishes interacting with the "interactable bottle", simply turn that object off (turn off object 1), and then at the same time turn on the "non-interactable bottle" (turn on object 2) in which you would simply leave any interactions for that object options blank (not set any actions to be performed for when the character tries to interact with that object).

I don't know if any of what I said made sense?  :P
Anyways, I was just trying to think of some kind of alternate workaround.
Title: Re: conditionals
Post by: viktor on Fri 06/08/2004 17:21:32
Quote from: Barbarian on Fri 06/08/2004 16:38:47
Yep, probably setting a variable(s) is a good option... but, I was thinking of a different kind of "work around" for making something non-interactive.

Okay, let's say the object you're interacting with is a bottle? So, you allow the first interaction to do something and you want any interaction after that to have no effect?

So, you have, let's say, object 1, the "interactable bottle", in which you initially have set to be visible and will allow the character to interact the first time with. Have an identical bottle, object 2, let's say it's the "non-interactable bottle", and have it set in the same place as the "interactable bottle", in which you would initially have not-visible. So, when the character finishes interacting with the "interactable bottle", simply turn that object off (turn off object 1), and then at the same time turn on the "non-interactable bottle" (turn on object 2) in which you would simply leave any interactions for that object options blank (not set any actions to be performed for when the character tries to interact with that object).

I don't know if any of what I said made sense?  :P
Anyways, I was just trying to think of some kind of alternate workaround.

Hm that could work. But there is only one problem. This is an inventry item.
I just want it to be uninteractible (is that a word?) when the player is in room 2 for instance. You see the problem is that a certain animation runs when you interact with it in room 1. And I wan't to awoid that in room 2
Title: Re: conditionals
Post by: Proskrito on Sat 07/08/2004 03:21:11
you could put all the code inside a statement like:
if (character[CHARID].room!=2){//if CHARID is not in room 2
//do all the stuff
}
changing CHARID to the script name of that character