Difficulty with NewRoomEx in inventory interaction script

Started by Ali, Wed 27/10/2004 12:36:03

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Ali

I couldn't find any info on this problem in the manual -

I have the line:

NewRoomEx (8, 111, 111);

In the Look At script for an item of inventory. When the player looks at the item the screen fades out and does not fade back in.

The first time I tried this I had a DisplaySpeech command before the fade-in in the target room, and after clicking the transition worked. Having removed this line the transition never works. Changing the target room to one I know works fine does not solve the problem - it still gets stuck.

Can anyone help? Am I overlooking something really basic?

strazer

I've just tested it with a default game, it worked fine here.

Edit: I'm using v2.62 RC2.

Gilbert

What did you put in the player_enter_screen(before/after) fadein events of room #8?

Ali

Very foolishly I put something along the lines of:

DisplaySpeech (M, "Hello?");

In the before fade-in section. I'm not using the latest version of AGS - maybe I should be!

TerranRich

Before fade-in? It won't show. No wonder it doesn't work.

If you're trying to have speech show up over a black background, then fade in the background, consider instead using a black object over the room image then fadinig that out.
Status: Trying to come up with some ideas...

Ali

That will be helpful in future Quant, but my main problem is somehow I've prevented NewRoomEx from working from an inventory script whatever target room I choose.

It seems that my sloppy programming is to blame, if it works for strazer it ought to work for me. I'll just go over what I've done with a fine toothed comb.

Thanks for your help guys.

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