I've found a few posts dealing with this topic, but they seem to be around 6 years old, and haven't been much help, so I'm going to ask here. Apologies if this is redundant.
In Gabriel Knight, options in dialogs were often activated by finding a certain object or hearing a phrase from someone else. If you found a snake scale, you could ask someone about snake scales during a dialog with them, whereas that option would not be available if you had not found a snake scale.
How does one do that in scripting? For example, there is a painting in a house. The player cannot ask about the painting in a dialog unless he has looked at the painting.
So I set a global variable called "painting". When the player looks at the painting, it sets the "painting" variable to 1.
This is what I *want* to write in the dialog script:
@S
if (painting == 1)
{
option-on 3
}
However, that doesn't work, because its mixing the dialog scripting and regular scripting all together.
How would one go about doing it? Am I looking at it the wrong way? It seems like it should be simple...
In Gabriel Knight, options in dialogs were often activated by finding a certain object or hearing a phrase from someone else. If you found a snake scale, you could ask someone about snake scales during a dialog with them, whereas that option would not be available if you had not found a snake scale.
How does one do that in scripting? For example, there is a painting in a house. The player cannot ask about the painting in a dialog unless he has looked at the painting.
So I set a global variable called "painting". When the player looks at the painting, it sets the "painting" variable to 1.
This is what I *want* to write in the dialog script:
@S
if (painting == 1)
{
option-on 3
}
However, that doesn't work, because its mixing the dialog scripting and regular scripting all together.
How would one go about doing it? Am I looking at it the wrong way? It seems like it should be simple...