Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ®2-D2

#1
Quotecan I delete them?
I'd say yes, I don't see why not.

QuoteDitto with room_* and object_* functions?
same here
#2
you could use MoveObject to move the dot but then it just moves on a straight line.
so the best thing would be to make the taxi/dot a character, just like kl4uz mentioned, and move it with MoveCharacter so it automatically follows the "walkable area"-lines.


example:
(assuming point a is hotspot1)
moving from any point to point a:
MoveCharacterToHotspot(DOTTAXI, 1);

play around with it and/or check the manual to get a hang of it.
#3
StrFormat(buffer, "Use %s with @OVERHOTSPOT@", inventory);
SetLabelText(MAINGUI, 13, buffer);
#4
in the interface_click function you need to check if a certain command button has been clicked (let's say 'look at') and use SetLabelText() to set the status line's text to 'look at'.

take a look at the LEC room of the demo game and check out the lucasarts gui thread in this forum, such kind of questions have already been answered a lot.
#5
i don't quite understand what you mean with "sequence script" but you can simply define other integers (that's what "int" stands for) and juggle around with variables.
#6
1. yes, that's what i meant in the first place: use "GetGlobalInt" instead of "@GIx@". hence the repeatedly_execute function

2. i've done something involving moving objects and i just use MoveObject instead of manually setting their x and y values, it should also work for characters
#7
try calling MoveCharacterBlocking every frame (i.e. inifinite loop) that should have a similar effect like FollowCharacter
#8
that's how i think he wanted it to be except that you also have to be able to stand on top of the two top boxes (3 and 4) but that shouldn't be a problem
#9
1. try setting the gui labels' text manually in the global repeatedly_execute function

2. you might want to use one of the MoveCharacter commands instead of manually setting the char's position
#10
if you're a fan of lucasarts games you should definitely try "Cirque de Zale"
#11
took me a little but i think now i understand what you want.
but where's the actual problem? you dont know how to go about the whole thing?
here's what i'd do:
have one variable each for the 2 movable boxes (3 and 4) which holds the state of the boxes (on top of which box they currently are; i.e. "1" or "5" for box #3 and "1" and "2" for box #4).
and of course the player needs a variable which holds the box number he's standing on (while "0" means he's standing on the ground).

with that you should be able to do it, even though might be a little typing-intensive :)
#12
alternatively, you could use a GlobalInt but I'd also prefer gilbot's version since GlobalInts are limited
#13
well, set a timer and let it run.
if it has reached the desired value, reset it to 0, make the character leave the room for some time (maybe you need the help of another timer here) and set a variable (which can be used to check if the person is in the room or not).
Then if the person returns, start over again (i.e. infinite loop)
SMF spam blocked by CleanTalk