Disabling/Enabling Walkable areas [SOLVED]

Started by AnInhumer, Sun 27/02/2005 11:38:52

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AnInhumer

Is it possible to disable walkable areas?
I appreciate that there is probably a simple answer that I should have found somewhere but I haven't.

Rui 'Trovatore' Pires

QuoteRemoveWalkableArea
RemoveWalkableArea (int areanum)

Removes the walkable areas in colour AREANUM from the current room. You can put the area back with RestoreWalkableArea.
NOTE: When the player leaves the screen, all the walkable areas are reset. Therefore, if you want an area to remain off when they leave the screen, you will need to set a flag, then run the RemoveWalkableArea command in the "Player enters screen" event when they return.

Example:

RemoveWalkableArea(5);

will make the walking area 5 unwalkable.
See Also: RestoreWalkableArea

QuoteRestoreWalkableArea
RestoreWalkableArea (int areanum)

Makes the area AREANUM walkable again.
Example:

RestoreWalkableArea(4);

will make the walking area 4 walkable again.
See Also: RemoveWalkableArea

Ain't the manual a wonderful thang? :=
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

AnInhumer

I thought so
*mumble* Inconsistant key words >:(

Rui 'Trovatore' Pires

Here's a hint - the "search" is much better than "Index" because of these very situations. Many times I've looked for something and found it with "search", when if I'd mlooked via contents OR index I'd have never found it.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Yeah, I appreciate the inconsistency here. 2.7 adds See Also links between Hotspot.Enabled, Region.Enabled and the Walkable Area commands to try and improve the situation.

R4L

Search isn't that good as lots of "untitled" comes up.

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