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Topics - PightyMirate

#1
Hi Guys,

Sorry for being annoying with n00b questions.

This is probably super easy for you masters, not easy for me though as I have been Googling and searching the forums for the past 2 hours and really suprised this has not been mentioned much!

I have finished my very first room and really happy with it. I just need to now know how to prevent player exiting until he has 1) Picked up 2 items and 2) Looked at 4 objects.

Is it a bool? Is it a variable? Is it a condition? I have no idea so I dont know what to search for  :P

Thank you so much! Will post my room for feedback once this last puzzle is in place  :cool:
#2
OK I am sorry for another post  :cheesy:

I have an OBJECT in my first room which can be picked up and added to the inventory.

I have been trying to figure out all day how to make the character move to the object before interacting with it (which is now done) but none of the unhandled event verbs are working.

Code: ags
function BaggageTag_AnyClick()
{
  // WALK TO
  if (Verbs.MovePlayer(160, 133)) {
  player.FaceDirection(eDirectionRight);
  }
  // TALK TO 
  else if (Verbs.UsedAction(eGA_TalkTo)) {
    Verbs.Unhandled();
  }
  // LOOK AT
  else if(Verbs.UsedAction(eGA_LookAt)) {
   player.Say("It's a passengers baggage tag. I can't read it without picking it up.");
  }
  // OPEN
  else if(Verbs.UsedAction(eGA_Open)) {
    Verbs.Unhandled();
  }  
  // CLOSE
  else if(Verbs.UsedAction(eGA_Close)) {
    Verbs.Unhandled();
  }
  // USE
  else if(Verbs.UsedAction(eGA_Use)) {
    Verbs.Unhandled();
  }
  // Push
  else if(Verbs.UsedAction(eGA_Push)) {
    Verbs.Unhandled();
  }
  // Pull
  else if(Verbs.UsedAction(eGA_Pull)) {
    Verbs.Unhandled();
  } 
  // PICKUP
  else if(Verbs.UsedAction(eGA_PickUp)) {
    Verbs.Unhandled();
  }
  // GIVE TO (characters only)
  else if(Verbs.UsedAction(eGA_GiveTo)) {
    Verbs.Unhandled();
  }  
  //USE INV
  else if(Verbs.UsedAction(eGA_UseInv)) {
    Verbs.Unhandled();
  }
  else Verbs.Unhandled();
}


The unhandled events are working perfectly for other hotspots and for the iBlueCup in the demo room 1, and I have copied the exact code over to my custom room but I cannot use any of the unhandled events, only the player walks to the object and faces the right direction.

I have tried putting this in Global Script also but still nothing  :embarrassed:
#3
Hi All,

I'm sure this is a super easy and I DID see some info on this yesterday but I cannot find it again  :embarrassed:

I want the player to say different responses each time he tries to leave a room (or walk on to a hotspot). Is this a string command? The dialogue options will be similar to:

1: I cant go that way.
2: Seriously, I cant go that way.
3: I have told you already, I cant go that way

Then loop response 3 once the first 2 have been shown.

I dont know the term for this particular script so having difficulty searching for info and it's not in the tutorial!

Many thanks  (nod)
#4
Hi Guys,

Me again  :cool:

Just wanted to see if there is any kind of shortcuts for automatically displaying a message when an action is invalid.

For example I have a room with 10 hotspots inside (sign, door, window etc). For example if the character attempts to 'Push Door' or 'Pull Window' or 'Pickup Sign' do I have to enter an event for every single possible interaction, or is there a shortcut to show that this action is not possible?

Many thanks!
#5
Aloha  :cool:

I have been readings the tutorials, manual and searching the forums etc but cannot seem to fix this little problem..

I wish for the player to walk to the edge of the room (like the user is attempting to exit one side of the screen) but for the character to display speech saying "I cannot go that way" or similar.

I managed to set this up as a hotspot to show speech when the area is walked on, however this area is also the entrance of the room so the character just loops speech when entering.

Many thanks :)
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