doors

Started by rich316, Wed 10/11/2004 21:29:18

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rich316

may sound silly but ive read through the basic manual but how do you 'lock' doors

Scummbuddy

dont allow the object to be turned on/off, nor allow the person to pass through or go to the next room? you can turn off walkable areas too, but without any information about the room design, or exactly what you mean, we can't help.
- 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

rich316

sorry
the room is just a simple corridor but theres no fun in just walking to the next room i want them to gain acess by entering a code they have found out from another charecter

Edwin Xie

#3
Ok.... it has to be something like this:
Include in the dialog in where you find out the code from another player:
Code: ags

set-globalint 27 1

Door script:
Code: ags

if (GetGlobalInt(27) == 1){ //If you know the code display a message and go through the next door
Ã,  Display("You type in the code in the keypad at the right and you go through the next door");
Ã,  NewRoom(THEROOMOFTHENEXTDOOR);
Ã,  }
else if (GetGlobalInt(27) == 0){ //You don't know the code and you can't get past the door
Ã,  Display("The door is locked and you don't know the code");
Ã,  }

Note: Since I don't know which room is the room you go through when you entered the passcode, you change "THEROOMOFTHENEXTDOOR" to the room you want to go to when you entered the code.
Moving at superhigh speed getting to the planet called Earth. But it is boxed in white......thing.....

rich316

thanks its my first game so i wasent sure

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