idea's help

Started by dikla, Mon 17/05/2004 12:33:55

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dikla

My hero need to phone someone to know what she has to do. after she phone she is told to find a note.
the problem is that if by mistake she will find the note before she speeks to the man it will be a problem.
any ideas how to prevent her finding the note before she speaks with the man? if there was a condition "if run dialog" or something?
i hope i made myself understood.
thx
dikla

Ashen-unlogged

You just need to make the phone call set a variable, for example called 'note', to 1 (can be done with interaction editor, if you don't like scripting), and have the note not be visible unless the 'note' variable is set to 1.

Hope that makes sense.

dikla

thx i try it and teel you later
dikla

Darth Mandarb

Another option would be:

When the player uses the phone. check to see if they already have the note in inventory.Ã,  If they do, the conversation could go a different way, like, "You must find the note" - "I have it" - "Good, then you know what to do"

Also, setting a variable after the first phone call is a good idea, then if they try to use the phone again, you can display a message "You've already made the call" (that's if you don't want them able to re-use the phone!)

good luck!

dikla

i sow the 2 advices but i have a problem. because the combination of the dial depand on right sequenc.
this is the script for the last hotspot
"
if (sequence == 6) { // correct combination so
      RunDialog(0); // talk to the doctor
   }
   else sequence = 0; // wrong combination, so start again
"
I perpared a new dialog like Darn suggested and i thought to put it "if player has inventory item (4)/(it's the note) run dialog (0) else run dialog (1).

but how can i set another condition? i dont know how to put 2 scripts in the same hotsot. i dont know if it work. do you have idea how to make the above "if" that i mentioned?
if the player has the note already he does not have to make the phonecall at all. and I worked too hard for nice puzzel for the phone number that i dont want to
give it up.
i thaught also if the player found the note before he made the call, i can put in the invetory - look interaction-  something likd: "you need to call the doctor first!" but what if he call the doctor first and look for the note? it will be funny if the note say "you need to call the doctor".
any ideas?
dikla

Scorpiorus

QuoteI perpared a new dialog like Darn suggested and i thought to put it "if player has inventory item (4)/(it's the note) run dialog (0) else run dialog (1).

but how can i set another condition? i dont know how to put 2 scripts in the same hotsot. i dont know if it work. do you have idea how to make the above "if" that i mentioned?

You can check if she already has the note with the next code:


if (sequence == 6) { // correct combination so


   if (character[GetPlayerCharacter()].inv[ 4 ] > 0) {   // if she has the note?

      RunDialog(0); // dialog when she has note
   }
   else {

      RunDialog(1); // dialog when she hasn't note
   }

}
else sequence = 0; // wrong combination, so start again





Quotei thaught also if the player found the note before he made the call, i can put in the invetory - look interaction-Ã,  something likd: "you need to call the doctor first!" but what if he call the doctor first and look for the note? it will be funny if the note say "you need to call the doctor".
any ideas?
You can use a GlobalInt here:

In the following example I check the GlobalInt number 100 which is previously set in the dialog script:


dialog script:

...
ego: hi
doctor: blah
ego: blah blah
doctor: now read the note!
set-globalint 100 1
stop


note item - look at interaction - run script:

   if ( GetGlobalInt(100) == 1 ) {
   //Ã,  since GlobalInt #100 == 1 she already talked to the doctor


      // script when talked
      Display("You are reading the note...");

   }
   else {

      Display("You need to call the doctor first!");

   }

dikla

it worked ok very nice. i can stop amazing what script can do. again, thank you very much.
dikla

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