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Topics - Enchart

#1
Thing is that memory circuits are big part of my games theme. The main character stumbles upon them during his jorney. Later on his options and lines depend on what memory circuits are active. I need one extra GUI-window for memory circuits.

So, I have GUI scripting problem that is beoynd my limits for now. I think I need multiple inventories for my main character to make it work. I've dug couple of threads that discussed about the topic and having (invisible) secondary character is the way multiple inventories have been made. Before I venture into world of GUI scripting I'd like to ask couple of things:

Is it possible to make the two inventories graphically different?
Can items be traded between inventories and is there a way to limit which items can be added to secondary inventory?

If these conditions fill up I should try an invisible second character.
#2
I hope there is some simple way to make dialog options appear when certain global variables are true. I watched densmings video tutorials about dialogs, but they didn't cover this topic. I also tried to search forums but didn't find answer to my problems.

Last thing that I have tried is this

Code: ags

// Dialog script file
@S// Dialog startup entry point
  if (EMPquestion == true)
  {
  option-on 5
  }
  if (Siloquestion == true)
  {
  option-on 7
  }
  if (Billseen == true)
  {
  option-on 4
  }
return 


Option seems to be undefinied token in normal ags code. There must be some easy way to do this, but I can't find.
Thank's for help in advance
#3
I've been expecting some problems when I reach this point. Shortly put:

I have a room with EMP guardian in the middle of the room (It's animated with multiple backround images). Soon as the player character reaches middle of the room he is hit by EMP and looses his sight (cyber eyes). At this point I wanted to make screen black while character is visible.

I haven't find a way to blacken the screen 'cause I'm using animated backround.

So is there a way either to reserve one of the 5 backround images for darkening the room without hurting the room animation

OR

to use cutscene room and make the character appear to same coordinates where he was hit by AMP?
#4
I've managed to get UseInv() working elsewhere. But now I made a little bit longer code which returns following error message:
"room6.asc(72): Error (line 72): buffer exceeded: you probably have a missing closing bracket on a previous line"

Now I've checked this code for atleast ten times and even slept on it but couldn't find what's wrong.
Code: ags

function oCyborgeadUp_UseInv(){
  if (cDoe.ActiveInventory == iHoe){
          if (SkullDown > 0){
          cDoe.Say("I need something bit longer");}
          else if (SkullDown == 0){
            cDoe.Walk(266, 550, eBlock, eWalkableAreas);
            Wait(20);
            cDoe.Say("This is too short to grab on anything");
            SkullDown = 1;}}
  else if (cDoe.ActiveInventory == iHockeystick){
          if (SkullDown == 2) {
          cDoe.Say("How can I find something little bit longer?");}
          else if (SkullDown != 2){
            cDoe.Walk(266, 550, eBlock, eWalkableAreas);
            Wait(20);
            cDoe.Say("Just an inch or so and I could grab that chain");
            SkullDown = 2;}}
  else if (cDoe.ActiveInventory == iGrablinghook){
          cDoe.Walk(266, 550, eBlock, eWalkableAreas);
          Wait(20);
          cDoe.Say("Ok let's grab that chain");
          Wait(20);
          cDoe.Say("It's working and something is coming down with that chain");
          oChainUp.Visible = false;
          oCyborgeadUp.Visible = false;
          oChainDown.Visible = true;
          oCyborgeadDwn.Visible = true;
  SkullDown = 3;}
else {}}


Thanks before hand for help
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