Sorry if this has been posted before, but I can't seem to find any information on the information bar that shows your inventory and all of the commands (look at, walk to, interact with etc). It it a gui? somthing else? Thanks!
http://www.agsforums.com/yabb/index.php?topic=14369.0
It has all the information you need on doing this. If you still don't get it, ask me about it.
Also, what about this very forum's own "LucasArts Style GUI" sticky thread? Or is that not what you meant?
If you mean the Sierra-style GUI (with icon buttons for the actions as well as a control panel and inventory, etc.), then that's default.
Or if you mean the early Sierra GUI, with a Windows/Mac-style menu feature, then that's another thing separately. If it's this one, then we'll try to help you out with it. It would invovle multiple GUIs called within each other.
Ok, that helps, however I do have one more question. How do I use the template to create my own game? Do I just overwrite all of the rooms/chars/etc??
Start a new game and choose the template instead of default game. Then add to it to create your game.
ok, scripting question. In the template, there is a script:
#sectionstart hotspot2_b // DO NOT EDIT OR REMOVE THIS LINE
function hotspot2_b() {
// script for hotspot2: Extended hotspot
if (UsedMode(OPEN)){
//GoTo(2);
if (Go()){
Display("Now its open");
SetGlobalInt(1,1);
}
}
else if (UsedMode(CLOSE)){
//GoTo(0);
Display("Now its closed");
SetGlobalInt(1,0);
}
else Unhandled();
So you can open the door and close it. Now, how can I make it so that I can only go through the door once its open?
If there is a room that looks like:
________||___________
(the thing in the middle is the door)
then you would use "MoveCharacter(CHARID,x,y);" or something like that but if it's a door like this (in two rooms):
First Room:
_________||
Second room:
||_________
Then you would use "NewRoom (int newroom);" or "character[CHARID].room = int newrooom" or something like that.
Great help, thanks guys. I do have another quick question, How can I make it so that it fades out, displays a message (on a black background) then fades back in? I can't seem to do it using the Fade in fadeout commands, since I can't tell it to display somthing in between. (At least I tried, it just didn't listen)
Thanks
use a black object that fades in, then fade in an object with text in sprite form, or Raw text, then change rooms with the Fade Transition set.
Alright...but how do I hide the character? Is there a script command to change the character to hidden?
N/f, I didn't know objects appear in front of the character. The fade transition set? Not sure what you mean...
Ok, got it figured out ;D
Cool. To answer your questions anyway, there is the SetRoomTransitition() function, but you obviously looked in the manual, which is what I would've told you to do. ;) And objects do appear in front of characters, but for future reference, the SetCharacterTransparency() function works well in this case, setting it to 100 (fully transparent and, therefore, invisible).
But remember that when using SetCharacterTransparency with 100, the character can still be interacted with despite being invisible.
Here are some more ideas on how to hide characters:
character[CHARID].room = -1; // remove character from game
or
character[CHARID].on = 0; // unsupported feature; it works like the "Hide player character" checkbox in the room settings
or
Assign a blank view
or
character[CHARID].x = -100; // place character outside of the screen