Two simple questions:
1st:
Is there a way to prevent all interactions from happening?
I want the player to enter a room that is totally dark. The player must not be able to do anything (walk, look, interact with hotspots etc.) until he is using a candle and light is there to see.
Howe can I turn off all (inter) actions except for the "Use Inventory" action?
2nd:
How can I get the room to change (in this case, turn on the light using flashlight plugin) by using an inventory (flashlight).
I cannot define to use the inventory on something, I need to use it "on the world". The repeatedly exccute seems to work but is there a simpler solution?
Any simple suggestions?
Kind regards
Martijn
to the 2nd question: i think you want the same i posted here: http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=5211 (http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=5211).
i managed to do it, but in a very ugly way. if nobody tell you better way, i could post here what i did, but i'm sure it's not the best sollution.
Please.e what your scrappy way is.
mabe we should post this question in the technical forum ?
greetings
Martijn
QuoteHow can I get the room to change (in this case, turn on the light using flashlight plugin) by using an inventory (flashlight).
You can do something like this: Make hotspot 1 cover the whole room. Create an interaction for the hotspot "use inventory" and put the following doe into that interaction.
int room_is_dark;
function room_xx() {
// Use inventory on hotspot #1, covers whole room
if character[GetPlayerCharacter()].activeinv == FLASHLIGHT) {
TintScreen(0, 0, 0);
RestoreWalkableArea(1);
room_is_dark=0;
}
}
Create "player enters before fade-in interaction" interaction with the followin code.
function room_xx() {
// Player enters screen before fade-in
TintScreen(95, 95, 95); // Make room dark
RemoveWalkableArea(1); // Don't allow player to move
room_is_dark=1;
}
Now for all other interactions in the room, code them something like this.
function room_xx() {
// Any room interaction
if (room_is_dark) {
DisplaySpeech(GetPlayerCharacter(), "I would but I can't see a damm thing!");
}
else {
// what ever you would do when the light is on
// goes here
}
}
Quote from: spook1 on Fri 25/04/2003 21:46:28
Please.e what your scrappy way is.
i posted it here:http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=5211 (http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=5211)
i told you it was crappy ;) but it works for me.