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Topics - Melee Island Resident

#1
on this line a get an error message

if (mouse.IsButtonDown (eMouseLeft)  gIconbar.Visible = true == 0)

GlobalScript.asc(74): Error (line 74): Parse error in expr near 'gIconbar'

could someone please explain to me what is wrong with this in a way that a four year old could understand?
it's just I'm having a really hard time when I get error messages like these
#2
function region1_WalksOnto()
{
if player.ActiveInventory(iMedallion);
player.ChangeRoom(11);{
}
else player.Say("I feel drawn to something in this room")
player.Say("I really want to find out what it is");

I have this code and I keep getting this error message:

room9.asc(87): Error (line 87): expected '('

I've tried for the past few hours to fix this, but I can't, could someone please explain to me why I'm an idiot?
#3
at the end of a certain dialog i want the player to change room and have another dialog start up.

i tried a changeroom command, and then a dialog start command, but it says that i can't start a dialog for the next room in this script

if i wanted to make this happen how would i do that?

another idea i had was if the player had had the conversation he could just walk into the next room and then if he had went through the first dialog that he could do the second dialog, but i don't know how to do a variable like that

i could really use your guy's help  :)
#4
okay i've got this code here, could someone please explain to me what's wrong with it?


function cGhost_UseInv()
{

  if (player.ActiveInventory == iFlowerPot) {
    dFlowers.Start();
    player.AddInventory(iCode);
    Display ("The Code is now in your inventory");
  }

}

when i use the flower pot on the character it does nothing
#5
In order to label different hotspots i used this code:
Code: ags
function hGate_MouseMove()
{
Display("Name of Hotspot");
}


This was quite clunky and made it hard to look at or interact with hotspots, so, is there an easier way to label scenery and other things, perhaps how it was done in MI?

I'm sure there's a really easy solution for this but does anyone have any suggestions?
#6
If i wanted to make it so that if i had an inventory item selected, i could click on a door and it would take me to the next room, how would i do that?
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