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Topics - Facu87

#1
Hi!
I have a very stupid question with dialogs, I'm really newbie and it costs me very much to find what I searched, sorry if this was in the forums or Faq's..
I've made a dialog with a secondary character in my first room (Called dDialog0), and my secondary characters talks before the options are displayed, like this

Code: ags
@S  // Dialog startup entry point
Locke: Bienvenido, mi amigo FERCHO
Fercho: Como sabes mi nombre?
Locke: No hay muchos pastilleros en todo el universo..
Fercho: Ah jejeje


When dialogs "stops", and I talk again with "Locke", he says that again, And i Dont Know how to remove that!

Can anybody help me?
Thanks anyway

PS: Sorry for my poor english, Im Argentinian..
#2
Hi Forumers!
(First, Im from Argentina, sorry for my "English" xD)

Im having trouble with my AGS project, especially with that function (c.Ego.ActiveInventory). Here is the principal code:

Code: ags
function Pato_UseInv()
{
if (cEgo.ActiveInventory == iPlata) 
Display("Mmg.. si tenias unos pesos mas hablabamos. PERO NO");

else if (cEgo.ActiveInventory == iEntrada) 
Display("Pasa pibe ya empieza");
cEgo.ChangeRoom(6, 112, 240);
}


Principally I have a problem, when I use "iPlata" on this Character, it says that ("Mmg.. bla bla"), but it also Changes the room!
I cant explain me very good, the function of any object is always the same!
I dont know what's happening, and I will be pleased if anyone could help me..

(Sorry for my English again xD)
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