i have created a cutscene to go on and inventory click but it shows wrong thing

Started by Indosity, Thu 03/09/2009 08:01:16

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Indosity

i need a cutscene to come up after using an inventory item on something, i got this so far but it shows the wrong animation

function hPost_UseInv()
{
StartCutscene(eSkipESCOnly);
  mouse.Visible = false;
  cAniminitial.LockView(3);
  cAniminitial.Animate(1, 0, eOnce, eBlock, eForwards);
  cAniminitial.UnlockView();
  Wait(8000);
  EndCutscene();
  player.ChangeRoom(3, 400, 300);
  mouse.Visible = true;
  GiveScore(10);
}

help if you want

Khris

Well, this will show loop 1 of view 3 with a delay setting of 0.
Is that what you want or did you maybe mix up the parameters?

Also, you'll probably want to check for the correct InventoryItem being used:

Code: ags
function hPost_UseInv() {
  if (player.ActiveInventory == iWhatever) {
    StartCutscene(eSkipESCOnly);
    mouse.Visible = false;
    ...
  }
  else player.Say("I can't use that here.");
}

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