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Messages - BIG IR0N NUTZ

#1
thanks for all the help everyone! 
#2
Haha alright welp in my game I will later have cEgo2 follow cEgo around, so I guess I will have to rescript, but hey, it is better to do it now than later in the game's production!
#3
Thanks for all the help guys!  ;D I figured out how to do it on my own lol please tell me if there would be a flaw later in my game with the code i figured out.
Code:

function room_AfterFadeIn()
{
   if (cEgo2.Room == 4)
   {
      oObject.Visible = true;
   }
}


In the game after the dialog is said between cEgo and cEgo2 (cEgo2 is the NPC), cEgo2 goes from room 3 to 4.  cEgo2 also wants you (cEgo) to go back to room 1 to get the object.  That is why I have it say cEgo2.Room == 4.  Will this flaw later in game? and how?
#4
Hi

I can't figure out a way to do this.  I want an object in my first room not to be visible until my PC talks to an NPC in the third room.  I have a dialog set to play when you talk to the NPC in the third room.  Help is needed!
#5
Thanks so much for the help!  ;D Much apressiated (sorry can't spell)!!!!
#6
I have it so that the PC walks into a room where the NPC is.  My PC is bigger than the NPC.  I have tried to scale them down by using the walkable area scaling, but that effects both of them.  How do I scale the NPC and still be able to scale it in different rooms, and keep his scaling completely seperate from my PC?
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