Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - madopolis

#1
So, I would like for the npc to leave the room after a certain dialogue option is selected. I really wish the dialogue scripts allowed for regular ags scripts as well. Anyways, right now the npc disappears as soon as the dialogue is run, leaving the player talking to an empty room. Here is my script:

Code: ags


function cMarleen_Talk()
{
  if (player.HasInventory (iSkull))
{
  dDialog3.Start (eBlock);
  cMarleen.Walk (716,  388, eBlock);
  cMarleen.ChangeRoom(7);
}
 else dDialog1.Start ();
}


Sooo of course ags does not like that I put the eBlock in with the dialogue start, so I also tried with the walking command, but the character still changes rooms before the player can finish the dialogue.

I'm sure there's a simple solution and I'm just not thinking about it correctly/ misunderstood something within the tutorial/manual (I'm using 3.4.0). Help would be appreciated!
#2
I'm very new (started my first game this week! Subsequently I am awful at scripting),
I was wondering if I could get some advice on the best way to have a "close up"/ pop up .png image on the screen when player interacts.
Right now I have a computer in the background image tagged as a hotspot. I'd like a way for the player to be able to read (or potentially interact with) the screen of the computer. I couldn't find something quite like this in the forums (maybe I don't have the right vocabulary), any help would be appreciated. Sorry for my English.
Thank you!
SMF spam blocked by CleanTalk