I want to make it so that cPlayer has to have had looked at an object, oHouse, before dKing2 happens.
I know what I would write if dKing2 was enabled by a dialogue option from another dialogue:
Code: ags
So for necessary dialogues, I would need
"dTroll.HasOptionBeenChosen(number)".
And for necessary inventory items, I would need
"Player.HasInventory(iFootball)".
But what do I need to write if I want dKing2 to happen after cPlayer has looked at an object?
I haven't been able to find the answer in the manual, unlike the other two "conditions" I've mentioned here.
I searched the forums and found someone writing "(UsedAction (A_LOOK_AT))" but it didn't work for me and it was only written once on this forum.
I know what I would write if dKing2 was enabled by a dialogue option from another dialogue:
Function cKing_Interact
{
if (dTroll.HasOptionBeenChosen(1))
{dKing2.Start();
}
else {dKing1.Start();}
}
So for necessary dialogues, I would need
"dTroll.HasOptionBeenChosen(number)".
And for necessary inventory items, I would need
"Player.HasInventory(iFootball)".
But what do I need to write if I want dKing2 to happen after cPlayer has looked at an object?
I haven't been able to find the answer in the manual, unlike the other two "conditions" I've mentioned here.
I searched the forums and found someone writing "(UsedAction (A_LOOK_AT))" but it didn't work for me and it was only written once on this forum.