Walking to interact

Started by Ize, Wed 07/06/2006 00:29:04

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Ize

Hello everyone, I'm making a game, and I've got the noobiest question ever, I want to make my character move to the object I want him to pick him up before he actually picks it up, but I don't want that to happen when he looks at it.
For example, my character sees a bone, but he can tell you "It's a bone" without having to walk towards it, but I want him to do so when I make him pick it up. Can't ind it in the manual, if it's there maybe someone can tell me where.
Thanks a lot in advance.(man I just feel like such a rookie :P)
Feel the Ize!

Nathan23

In the interaction editor, select the option "interact with object", there you can do two things:

1.Choose the option run script
2. Choose a series of option:
Ã,  Walk to the x,y coordinates of the object,.... Ã,  etc

i prefer the first one, then double click over this option and choose "edit" then:

code:
Code: ags


cego.Walk(100, 20); //coordinates where theÃ,  object is placed
obone.Visible = false; //obone is the name of the object
cego.Addinventory(ibone); //have to put the name of the inventory item



Ize

#2
I did that, but the object dissapears before the guy walks to it.
Feel the Ize!

Kweepa

Here's a couple of possibilities:
* the walkable area doesn't extend to 100, 20 (or whatever coordinates you typed)
* you're using a "non-blocking" walk command, which means that the script continues immediately after the walk command is issued

It would help if you posted the script here.
Still waiting for Purity of the Surf II

SSH

It's the old "scripts run after ALL interaction editor commands" trick, so:

* delete the interaction editor thing that removes the object
12

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