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Messages - spaceoddity

#1
thanks RickJ! Everything's working great now.  :D
#2
I've found a few posts dealing with this topic, but they seem to be around 6 years old, and haven't been much help, so I'm going to ask here. Apologies if this is redundant.

In Gabriel Knight, options in dialogs were often activated by finding a certain object or hearing a phrase from someone else. If you found a snake scale, you could ask someone about snake scales during a dialog with them, whereas that option would not be available if you had not found a snake scale.

How does one do that in scripting? For example, there is a painting in a house. The player cannot ask about the painting in a dialog unless he has looked at the painting.

So I set a global variable called "painting". When the player looks at the painting, it sets the "painting" variable to 1.

This is what I *want* to write in the dialog script:

@S
  if (painting == 1)
  {
  option-on 3
  }

However, that doesn't work, because its mixing the dialog scripting and regular scripting all together.

How would one go about doing it? Am I looking at it the wrong way? It seems like it should be simple...
#3
From watching Densming's videos and reading his spectacular new book, I feel like I've learned a great deal about scripting in AGS. However, I keep stumbling over scripting commands with "Get" in them. I don't get Get. I don't understand why it's used, and why it's needed. Example:


if (GetGameSpeed() > 40) {
  SetGameSpeed(40);
}


it seems like you could just write:


if (GameSpeed)>40){
  SetGameSpeed(40);
}


I know you can't actually do that. But why do you need Get for certain things, and you don't need them for others? Why does GameSpeed need to be "Gotten", yet things like Player.PreviousRoom don't need to be "Gotten"?

Why do we have to Get things? Aren't they already there?
#4
thank you! works great now  :D
#5
I am a making a Maniac Mansion style GUI, where the GUI is always visible on the lower portion of the screen. My buttons are black with light text. Every time my character performs an action that causes the "wait" icon to appear (like speaking, or eBlock), the buttons get an ugly grayed out appearance, like they are indicating that they can't be pushed during that time.

How do I stop it from doing that? It's ugly.

Thank you!
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