Seems awfully long-winded but it worked, thanks!
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int iCharAct[23]; // header declaration
iCharAct[17] = 1; // changing value in room script
if (iCharAct[17] == 1)
{
player.Say("1"); // should say this if iCharAct[17] is 1, but he doesn't
}
if (timerActive)
{
if (timerValue == 0) // when time expires
{
// timer expired
timerActive = false; // pause timer now by calling timerActive = false
Display("Check"); // so i know when the timer expires
FadeOut(30);
StartCutscene(eSkipESCOnly);
CharacterReset(); // reset the day
timerValue = 10;
timerActive = true;
EndCutscene();
FadeIn(30);
if (iChar[17] == 1)
{
dGabiVaca.Start();
}
}
else if (timerValue == 5) // do something when timer hits a certain time, then keep counting
{
cAlyssa.ChangeRoom(1, 733, 216); // change room at certian time
timerValue--; // continue counting down
}
else timerValue--; // countdown... might make it a count up
}
if (act1score == 3) {
StartCutscene(eSkipESCOnly);
player.Say("I should get ready to go.");
player.ChangeRoom(2, 330, 328);
dendact1.Start();
player.ChangeRoom(14, 456, 538);
EndCutscene;
}
function repeatedly_execute()
{
if (act1score == 3){
player.Say("I should get ready to go.");
dendact1.Start();
}
}
function ckitty_Talk()
{
if (object[3].Visible = false) &&
(object[4].Visible = false)
{dkitty.Start();}
else if (object[3].Visible = true) &&
(object[4].Visible = false)
{dkittywantswater.Start();}
while (object[3].Visible = false) &&
(object[4].Visible = true)
{dkittywantsfood.Start();}
else Display("He looks busy.");
}
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