Sry if this is a stupid question...
I've made a gui that functions like a command prompt on a computer and have made a menu with numbered options (like say dos or unix.) I need a way to go back to the start of my code for the main menu though when you get done with a sub menu. If your familiar with RPGM2k there was a command called "label" and "GoTo" that let you skip to a specified part of the script. Does AGS have anything like this? I thought about defining each mission scenario as a function so I could just restart it each time but I don't think that would really work well later on since I want things to be a little more complex.
>here's a section of my code...
// Mission 1
ListBoxAdd (0,2, "_\\Welcome to XX-7iv maitanance terminal.//_");
ListBoxAdd (0,2, "Please make a selection.)";
ListBoxAdd (0,2, "Ã, 1. Diagnostic");
ListBoxAdd (0,2, "Ã, 2. Parameters");
ListBoxAdd (0,2, "Ã, 3. Operation");
ParseText (command)
// diagnostic
if (Said ("1, 1.")) {
SetTextBox (0,0, "");
ListBoxAdd (0,2, "_____________\\Diagnostic//_____________");
ListBoxAdd (0,2, "Press any key to exit.");
.
.
.
else { ListBoxAdd (0,2, "SATCAL servo and gear boxÃ, Ã, Ã, Ã, Ã, ONLINE");}
ParseText (command)
if (Said ("anything")) { GUIOff (TERMINAL); ListBoxClear (0,2); SetDefaultCursor ();}
}
//> Instead of exiting the GUI though I'd rather
//cycle back to the start of the code (at //mission 1) but I'm not sure how
//to place "labels" in the script nor how to give a command to make the script go to one...
//
// This is an example of the type of thing i'm wanting to do...
//
// label 1
// DisplayMessage ("Will you eat the garbage?");
// if (choice == yes) { DisplayMessage ("That's disgusting!"); GoTo (label 1);}
// if (choice == no) { DisplayMessage ("Well...");}
// ...
//
// See, that way it cycles back to the question whenever choice == yes
>sry this post is so long, also if like the post before me was on the same topicÃ, : )Ã, thanks for any help.
I think your easiest bet would be something like this:
int mode = 1;
while (mode > 0) {
if (mode == 1) {
// mission 1
} else if (mode == 2) {
// diagnostic
} else {
. . .
}
}
: ) > Hey Thanks, That was really quick! I'll try it that way. I was going to use a variable to determine which mission would run in the script, I guess it would be just as easy to use it for that as well.