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 - 20YearsInTheDakota

#1
Thanks alot! I got it working now.

Moved the disabling code to first load and then figured out I had to type it as hotspot[1].Enabled=true; in the dialogue with the two spaces like you said and it worked!
#2
Hello,

In my game I have a hotspot, Hotspot1, which is a door that I don't want to be available until after the main character finishes a conversation dSpy with the character cSpy.

I have managed to disable the hotspot using

Code: ags
 hHotspot1.Enabled= false; 


which I put under the function room_Load () for the room where this is happening.

I am just not sure how to get it to become enabled after the conversation is done. I assume I use:

Code: ags
 hHotspot1.Enabled= true; 


But I don't know where to put it. I have read through tutorials on scripting and looked at other forum posts about similar issues but the suggestions didn't work for me. And this scripting stuff is rather confusing for me. I know my question might be simple, but I've really tried to figure it out on my own.

I appreciate any help you can give me.

Thanks

SMF spam blocked by CleanTalk