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Topics - Massek

#1
Hi all.

I do have a hard time to figure out how to disable a dialogue. Found some stuff here on AGS Forum but will not work. So, the thing is, after using all of the possible options, the dialogue should stop an:
After attempting another conversation the main character should say something like "nothing to say until..."

Then the possibility to talk with the character will be trigered with an item that the main character would read through.

Here is what i got:
1. in Global Variables one variable. dAlfTalk - type is int - initial value is 0.
2. in the dialogue at the end of the third possible choice to talk about is

Code: ags

@3
cPeppe: Helloooo..! Alfonso?
cAlfonso: ... mmm .. mmmm.. nooo..
cPeppe: Alfonso?!!
cAlfonso: ... 
cPeppe: What is happening..?

  dAlfTalk += 1;


3. And i tried to use it in the Global Script like this:

Code: ags

function cAlfonso_Talk()
{
  if (cPeppe.y < 40 || cPeppe.y >93) cPeppe.Say("Can not do it from here.");
  else {  
  cPeppe.Walk (395, 50,  eBlock, eWalkableAreas);
  dAlfonso1.Start();
  
  if (dAlfTalk == 1)
  {
  cAlfonso_Talk() = false
  cPeppe.Say ("Do not know what to say")
    }
}
}


SOLVED thanks to crimson wizzard chating with me in Discord.
#2
Hi y'all.  :smiley:

Nowadays i am making my first game, it is a story based 2D classic point and click.
So yes, i am a newbie. And there is something i do not know how to make work.

The first room has different walkable areas.
How to code it so that from a specific location of a character, when y location is smaller than 95, or bigger than 195, the hotspots only action would be for the character to say, for example, "Out of my reach".
If the character will be inside of the location, the hotspots events will work as prescribed.

Thank you!
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