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Messages - Saemtyh1

#1
You bother because you have the answer.   ;) Thank you.   ;D Thats what I wanted to know!  You do have to have it inside a function.  I shall read more of the G/D help file in the future. 8) 
#2
Thanks pablo that solved the error! ;D  But unfortunately it is not activating the topic.  I dont wat to put it in the global, or it will do it in every room.  I can get the dialog to fire off by putting it in.

function cEgo_Talk()
{
  dDialog0.Start();
}
In the global.asc

But then it doesnt go away no matter what choice i pick and its in every room!  Thats no good.

And HEY TWIN! If you diddnt want to help.  Dont post!  >:( I am using the friggin dialog system!  I read the G/D help file and it was informitive but useless for what  I need.   

I want to fire off my dialog right off the bat, as soon as the room opens, then give the dude three choices and reward him accordingly.  If there is an easyer way to add points to dialog please tell me.

I cant just add "dDialog0.Start();" to the top of my room either.  It says "unexpected dDialog0."  I know I need to go back to school, but dammit. 

I need a function that starts dialog, checks for the right answer and gives score.

The parser is only there because I thought I had no other way Of checking to see if he said that.  I have "show" and "say" both on so it shows you the the options and when you pick one he says it.  I just want to tack on some points thats all.  Ending it is also hard?
#3
Ok here it is call me silly... :P

This is my dialog
@1 What a wonderful day.
@2 What a crappy Day.
@3 I pooped my pants.

Here is the code.

function talk_score()
{
if Parser.Said("What a wonderful day.");
{
  GiveScore(100);
 


}

it give me an error...
Error (line 6): expected '('

What i want is 100 points for the first answer,  -100 for the second, and finally 1 point added for pooping your pants.  Then I want to exit the dialog. 

::)
Thanks for not calling me stupid in advance.
#4
MY god!  An array!  Perfect! 8)
#5
Sorry for the double post!  But I'm still having trouble building the function :'(

Here is what it looks like...

//Kick ass function was made for me

function region1_WalksOnto(){

//Now i want to change rooms...

character.ChangeRoom(3,366,225);
}

Do I really need to set a bool value and check if its true inside of this function?  It gives me this error...
Failed to save room room2.crm; details below
room2.asc(11): Error (line 11): '[' expected

Like I'm in an IF ELSE statement or something I put one of those things everywhere and it just tells me to parse it out...  GAAAHHH  :-\
Im going to try and build an IF statement inside with some bool logic.  Any Ideas?  Im very, very rusty with programming languages so its ok if you think I'm dumb.



#6
This probably will sound silly but how do you open it up?  The region/hotspot interaction page that is.
#7
I have a little problem.   I cant find anything related to using hotspots to change rooms.  Ive looked through the guide, and hotspots.ect and charicter.ect .  I have taken some visual basic and c++ training, but this is just frustrating.  All I want is for the player to walk over onto a hot spot and have it change rooms.  Here is what I sludged out.

//set bool
bool Hot;

// I make it false
Hot = false;


// If the bool is true change rooms.
if (Hot = true) {
  character.ChangeRoom(3, 366, 225)
 
  //if player is on hot spot....
 
  //this is my problem I need a var telling me hes on the spot or is there an easyer way.
  if hotspot.Enabled (Hot = true)
  // and yes i how what hotspot.Enabled does.  I just need something else there.
???

All i want is to know how to detect if player is on top of a hotspot.  Not changing rooms via a click (the easy way).  Maybe I'm just stupid, please help.  I was thinking i could do it from my char's position,

If char.pos > whatever char.changeroom. 

But I want it specifically related to all the borders of a hotspot.  Thanks in advance. :=
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