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Messages - henonchesser

#1
Wow thank you. Thats really easy. Your the best!
#2
Well I came up with a band-aid solution that resests itself everytime you enter this room....

function room_AfterFadeIn()
{
cEgo.Say("Room 1! How fitting!");

if (GetGlobalInt(phonecall) == 10) {
}

else {
  SetGlobalInt(phonecall, 10);
}
}

Sorry to keep bumping my own thread, but no ones really on to night... so I don't think it will bother anyone. Just wanted to keep you up to date.
#3
Ok so I have a new problem now. The while the variables initial value is 10. The game doesn't recognize this. So when I got to use the phone it uses the ELSE statement command lines.

Whats up?
#4
Ok I fixed it now. Still working the bugs out.
#5
function ophone_Interact()
{
if (GetGlobalInt(phonecall) == 10) {

cEgo.Walk(537, 435, eBlock);
cEgo.Say("Hello?");
cEgo.Say("Who is this?");
cEgo.Say("Joe who...?");
cEgo.Say(".... I don't think I know a Joe Ma...");
cEgo.Say("....Ha...Ha... I see what you did there...");
SetGlobalInt(phonecall, 9);
}

if else  {    <-------------------------- THATS LINE 74
cEgo.Say("The phones tuckered out from that last call");

}

this here is my code.

Failed to save room room1.crm; details below
room1.asc(74): Error (line 74): expected '('
#6
I'm having some trouble defining a global int. I think I'm figuring it out, but I won't dissuade help.
#7
Haha, I feel really dumb when it turns out to be that simple. Thank you very much!

Wouldn't mind showing me some example code would you?
#8
Hi, I'm working on a small project its going smoothly, but I ran into a simple snag.

I think I know how this works but I can't seem to get it right.

I  want an object to respond one way (ie with a spoken reply from the player) the first time you interact with it, and a second way every time after the first.

For example a telephone that lets you pick it up once and talk to the person, but after that call it's dead.
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