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 - Jojowl80

#2
I have 2 characters in the same room, with a fence that seperates them. I have made paths that change room on both sides. I used eBlock, but both characters can still exit both spots. How do I make it so each character with an accesible walking area can only leave from that spot?
#3
perfect! I am slowly understanding. thanks so much!
#4
that worked great. even though I cannot comprehend some of it. My brain just cant follow the logical path of why its working. anyway. Now when I Pull ,push,open, the lever it says engage on all instances. Not a huge deal. Thanks for your help!
#5
okay that's cool to know, but I am still lost :D
#6
trying to make a combination lock without using integers. I am terrible at math.
this is what I have formulated so far. I have no idea if this will even work.
Code: ags

function room_RepExec()
{
if ((((but1 == true && (but2 == true) && (but3 == true) && (but4 == true)))))
lev1 = true;
}


function hbut1_AnyClick()
{
sClick.Play();{
but1 = true;
but2 = false;
but3 = false;
but4 = false;
  
}
if (((but2 == true) && (but4 == true) && (but3 == true))){
sClick.Play();
but1 = true;
cJojo.Say("Coordinates ready");
}}

function hbut2_AnyClick()
{
sClick.Play();
but2 = true;
but1 = false;
but3 = false;
but4 = false;
}

function hbut3_AnyClick()
{
sClick.Play();{
but3 = true;
but1 = false;
but2 = false;
but4 = false;
}
if ((but2 == true) && (but4 == true)){
sClick.Play();
but3 = true;
}}

function hbut4_AnyClick()
{

sClick.Play();{
but4 = true;
but1 = false;
but2 = false;
but3 = false;
}
if (but2 == true){
sClick.Play();
but4 = true;
}}

function hlev1_AnyClick()
{
if (Verbs.UsedAction(eGA_Push)) {
cJojo.Say("I need coordinates first.");
}
if (lev1 == true){
cJojo.Say("Engage!");
sRocket.Play();

}

else if(Verbs.UsedAction(eGA_Pull)) {
   cJojo.Say("I'm already Disengaged.");
}
else if(Verbs.UsedAction(eGA_Open)) {
    cJojo.Say("What would that do?");
    
}
else if(Verbs.UsedAction(eGA_Close)) {
    cJojo.Say("What would that do?");
}
}

#7
I figured it out. Thanks!
#8
https://imgur.com/HQBLhqH

I dont know if that helps or not
#9
its version 3.5. I don't understand what your asking me, but I do have some things running under repeatedly execute, and i'm wondering if that's causing it.
#10
I have an area with a bunch of ladders and platforms and a walkable area that is 2 by 2 that connects them all. However my character seems to always get caught in certain spots, and no matter how big I make the walkable area he still freezes. I don't understand what he is catching on. Like I said though I tried expanding the areas to 5 x 5 so he would have less of a chance to get stuck, but he still does. anything I can do?
#11
Awesome got it working!. Crimson you understood me the whole time, sorry I am just a little slow. Thanks everyone for the help!
#12
for all 9 buttons it says OnClick     Action_click    ...

so are you saying I can create my own function there?
#13
sorry I am using tumbleweed template.  8 of the verbs are already used, *open* *close* *look at*. etc. I made a new button to change characters when clicked, into the GUI: gMain. Now when I hit *open* for example it calls on either the global script or the verbgui to use the *open* verb. So my question is what do I have to put in there to call that function for *Change Character* when that button is clicked. Sorry if that still doesnt make sense. I either cant take screenshots or find where they are.
#14
What I am saying is I have a 9th button made and fit into the rest of the Verbs, its a change character button. when I press it I get the error *could not find the action corresponding with this button* which makes perfect sense. It takes me to GetButtonAction in VerbGui. my question is what do I need to put in there. Sorry if I suck at making myself clear ^_^
#15
hey I have searched relentlessy on how to change a character using verbs, to no avail. I have 3 characters in the game and I would like to be able to switch through them in order, by using one button. I made a button for the GUI already I just don't know how to connect it to the main script.  thanks!
#16
worked perfectly thanks!. didn't know about *return*
#17
Code: ags



function hTopDrawer_AnyClick()
{
  if (Verbs.UsedAction(eGA_WalkTo)) {
 
}else if(Verbs.UsedAction(eGA_Pull)) {
   player.Say("Try Opening it.");
   
     
}else if(Verbs.UsedAction(eGA_Push)) {
    player.Say("I don't need to Push that");

}else if(Verbs.UsedAction(eGA_Open)) {

    player.Say("Okay.");
    sDrawer.Play();
    player.Say("There was a Fork in the Drawer.");
    player.AddInventory(iFork);
    Fork1 = true;
    
}if (Fork1 == true){
    player.Say("Nothing Else.");
    
}else if(Verbs.UsedAction(eGA_Close)) {
    player.Say("Already closed.");
}
}



If I open the drawer again it just gives me the item again. However if I right click it says "nothing else"
#18
I am trying to make my invisible player walk across a room to  to make it look like a cutscene. The room is 400 in length, so I want it topan to the other half of the room.

Code: ags


function room_Load()
{
aFog.Stop();
sAirplane.Play();
 player.Transparency = 100;
  gMain.Visible = false;

}


function room_AfterFadeIn()
{
Wait(200);
aOrcus.Play();
player.Move(35, 188, eBlock);
}



He starts on the right side of the room, but he doesn't move an inch from the spot he enters on.
#19
my game closes with this error message  :ObjectOn: Invalid Object specified
in reference to object 3

Code: ags


function hHotspot1_UseInv()
{
if (player.ActiveInventory == (iLasso))
player.Say("Okay.");
object[1].Visible = true;
sLever.Play();
object[2].Visible = true;
object[3].Visible = true;
sLadder.Play();
object[0].Visible = true;
RestoreWalkableArea(6);

}



I have all 4 objects set to false before the character throws a switch. So why 3 of them work and the other one does not.. I have no idea
#20
That Code boggles my mind lol. It worked tho, once again you are amazing. many thanks!
SMF spam blocked by CleanTalk