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Topics - thom0512

#1
Hello everyone.  I have read through the manual and performed numerous forum searches but haven't found anything that has helped me.

I want a non-playable character to follow the playable character, but I want it done in a fashion so that the NPC will be "following the leader" and matching their every move, but doing so a moment or two later (so no waiting around, no moving to a random location close by the playable character, etc).  FOLLOW_EXACTLY has sent me in the right direction, but it's still not helping because no matter what value I input, overlapping of characters still occurs.  I hope this makes sense; any help would be greatly appreciated.
#2
Hello, everyone.  I am new to AGS and have started working on my own game.  I have always made a consistent effort to search through the manual and on the forum to find answers to my questions before I ask, and up to now, that's what I have done.  I am stumped, however, on this certain portion I have been trying to complete in my game.

I have created a GUI of a keypad.  I would like for this keypad to be able to unlock a door in the same room once a six-digit code has been entered, which is "233524".  The GUI is composed of nine buttons, which contain the numbers 1-9, and a text box, which displays the numbers that have been punched in.  My dilemma is this: I am aware that, through the keyboard, you can manually enter characters in the text box.  However, I would like to include the option of utilizing the GUI's buttons and pushing the buttons to display numbers.  I have figured this out, but whenever I push a new number, it overrides the old number that was previously in the text box.  Obviously, I want to script this so that pressing buttons on the keypad will be the same as manually typing in the code on the keyboard.  This is the code that I have regarding the buttons so far, when the GUI is visible:

function Keypad1_OnClick(GUIControl *control, MouseButton button)
{
Keypadscreen.Text="1";
}

function Keypad2_OnClick(GUIControl *control, MouseButton button)
{
Keypadscreen.Text="2";
}

function Keypad3_OnClick(GUIControl *control, MouseButton button)
{
Keypadscreen.Text="3";
}

function Keypad4_OnClick(GUIControl *control, MouseButton button)
{
Keypadscreen.Text="4";
}

function Keypad5_OnClick(GUIControl *control, MouseButton button)
{
Keypadscreen.Text="5";
}

function Keypad6_OnClick(GUIControl *control, MouseButton button)
{
Keypadscreen.Text="6";
}

function Keypad7_OnClick(GUIControl *control, MouseButton button)
{
Keypadscreen.Text="7";
}

function Keypad8_OnClick(GUIControl *control, MouseButton button)
{
Keypadscreen.Text="8";
}

function Keypad9_OnClick(GUIControl *control, MouseButton button)
{
Keypadscreen.Text="9";
}

I have searched countless times in the manual and on the forum attempting to solve this.  I do apologize if this question has already been answered in a previous thread.  Again, I have been working on this game for a couple of months and have always looked up a question I have had.  This specific problem has just stumped me, though.  Any help would be greatly appreciated, and if I have been unclear in any way, please let me know and I'll try to elaborate.  Thanks!
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