Author Topic: Question about the old Module Combinationlock  (Read 257 times)


  • I'm an AGS n00b, please don't kill me
Question about the old Module Combinationlock
« on: 16 Oct 2019, 00:13 »
Edit: Solved it! :-D The Gui is bugged after the conversion for unknown reason.

I just created my own and assigned the buttons as in the original thread with the code: ComboLock.Press("1"); or 1,2,3,4 for whatever button you have.
So for another beginner, just download the scripts(import them) don't bother converting the Gui it's just created inside of ags anyway, and create your own buttons and asign, unless someone answers how to "activate" the old gui that did not want to asign anything.

Original post:

I'm using AGS 3.4.1 in case it means anything.
Looked in the thread for the original module, followed the instructions (converting the gui file to "modern ags standard" format so i could use it in ags 3.4.1, and also followed the instructions in the readme "to my little knowledge").

Gui Scripting is outdated on the webpage too  :~(

Here's the code that i pretty much copy pasted from the readme a part from adding the obvious lines before it,  i need additional code to get each button to trigger a number, since at the moment it's not doing anything.

Code: Adventure Game Studio
  1. function room_Load()
  2. {
  5.   gAction.Visible= false;
  6.   gMaingui.Visible=false;
  7. ComboLock.Combination="1337";
  8.   gKeypad.Centre();
  9.  gKeypad.Visible=1;
  11. }
  13. function room_RepExec()
  14. {
  15. if (ComboLock.Status()==eLockStatusCorrect) player.Say ("Woot!");
  16. else if (ComboLock.Status()==eLockStatusWrong) player.Say ("You die!");
  17. ComboLock.Status();
  18. }

« Last Edit: 16 Oct 2019, 02:37 by Olleh19 »