Running commands on room load

Started by milkanannan, Sat 02/04/2005 02:46:48

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milkanannan

I have a really stupid question but I just can't find the answer anywhere (I've tried the manual, tutorials, etc.)

I am trying to create a cutscene that runs without any interaction from the player.  I want some objects and display boxes to pop up when the room loads (other events too, etc.) - where can I put this code in so that it will execute as soon as the room loads?  I've tried editing the room script but it won't compile right but it returns a "Unexpected 'Display'" error.  Any thoughts?

Thanks

Gilbert

Put in in the event "Player enters screen"

monkey0506

Just a thought, if you have the "Always display text as speech" box ticked, and the player char is not in the current room, a Display() call would fail (to my knowledge).

Dusty D.

I had the same problem, when I started with AGS, so once again step-by-step:

1) Load the room
2) Go to the "settings" tab
3) Click the "i" icon above the graphics (lefthand to the {} roomscript icon)
4) Enter your code in the "Player enters screen (before fade in) section

monkey0506

The problem, I believe, lies in the "before fade-in" part.  Try putting the Display statement in the "after fade-in" part so that it waits for the room to fade-in before displaying the message.

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