theres a fence in the way and i want him to stop

Started by , Mon 06/10/2003 02:00:12

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Matty

opk here is what i want
my guy walks up to a fence and he cant get through
untill he goes through a series of things that enable the fence
to be removed that part is ok now the problom is
how do i get my guy to stop and not be able to walk past
the fence then after he gets it done how can i get him to walk on
thorugh and hey . thanx alot guys for awnsering my questiongs i know u dont have to and i really apprechate it thanx ;)

Quintaros

just use a second walkable area beyond the fence and disable that walkable area until the task is complete then restore it.

matty

man rhis might sound stupid but

how do i disable a walkable area :(  ;D

Quintaros

look up in the manual:

RemoveWalkableArea
RestoreWalkableArea

matty

wow man thanx for awnsering back like that
thats soo helpfull i didnt know what to look for

matty

oh no

i trued that and i cant find walkable areas
i cant find the interaction
only thing for room is .. enable hotspot
                                     disable hotspot
im in trouble man can u please be spasifci si possible
im liseting to def leppard so i got some time

Silver_knight_999

that pic thing u can have beside your name thats
rad how doooooooou u do that

Quintaros

#7
define some variable in your global script to represent whether or not the required task to remove the fence is complete:

int task;
task=0;

at the end of your global script export the variable:

export task;

in your script header import the variable so your script for the room with the fence can see the task variable, as well as whatever room the actions to complete the task are in:

import task int;

when the tasks are complete set the task equal to 1 (I'm not sure which script would be the appropriate place for this):

task=1;

now in your room with fence script create an if statement to look at the task variable and determine if the walkable area should be on or off:

if(task==0){
RemoveWalkableArea(2);
}else{
RestoreWalkableArea(2);
}

where the 2nd walkable area is the one beyond the fence.

I think that should work perhaps with a little tweaking.






Scummbuddy

To Silver Knight:

read this page, especially towards the end of it.

Please people. Read the sticky threads.  a lot of information is in there.

http://www.harbinger-software.com/ags/faq/
- 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

silver_knight

well i read those i couldnt find an awnser
and im not to good at scripting
i hope this isnt a stnad still for me now
i mean i just dont understnad what that other dude was talking
about
HMM is there  a simplier way i could understnad
cause im pretty confident in everything else soo far im on
my 6 room and im doing pretty good could u give me one last shot

quintaros (at work)


matty

can i have your msn
i think i need to walk thorugh this with someone
mayube u can post it on here and i can talk to you
one one one i would be able to do this alot faster ive
been stuch for a few days now :D

CB..

im new here but; how about giving the player an inventory item when he completes all the tasks he needs to have done to remove the wall, and making the walkable area conditional on have-ing this inventory item....or failing that place a region at the fence that transfers the player to another room when he has that item, and have that room on the other side of the fence..or somthing along those lines.?

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