Help with making inventory items able to be used.

Started by Goot, Sun 02/05/2004 19:08:29

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Goot

I have completed the main tutorial in AGS and looked over the scripting one. The only important thing that doesn't seem to be listed in either of those is how to make it so you can use an inventory object on a character or object. I know you can use the "use inventory on object" in interactions but there's no way of specifying which inventory object needs to be used for the effect to happen. I don't want people to be able to open doors with flashlights or whatever. I have tried looking throught the demo game at how they do it (eg. unlocking the door to the labratory place) but I haven't been able to find anything. Also, in the help section, where there are scripting codes for different actions there is "SetActiveInventory" which sets an inventory item as the cursor and therefore being used. I need an "if inventory is active" condition. Please reply if you can help me. This is really confusing me and I would greatly appriciate it if someone knew the answer to my question.

Scummbuddy

- 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

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