nice game, did you use a special plugin for the agi-look?
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Show posts MenuQuote from: amanta4ray on Fri 27/08/2010 15:24:57
I don't know if this is what you are looking for, but here goes....
In the room where you want the hotspot enabled go to where it says before room loads and add
if (player.HasInventory(isomething)) && (player.HasInventory(isomething2)) && (player.HasInventory(isomething3)) {hotspot[2].Enabled=true;}
else {hotspot[2].Enabled=false;}
Just replace the inventory items to the ones you need and change the number of the hotspot to the one you are using.
The code above will tell the room that a certain hotspot will only be enabled if your player has all three items.
Hope it helps
function room_Load()
{
if (player.HasInventory(iSpiegel) || objectpick){
oSpiegel.Visible=false;
}
...
if (player.HasInventory(iItem1) && player.HasInventory(iItem2) && player.HasInventory(iItem))
Quote from: Mr. Matti on Fri 27/08/2010 10:15:42
Use a variable like this:
Pseudo-Code: ags bool objectpick=false; // picking up object in room 1 objectpick=true; //in the room_load of room 2 if (objectpick) oObject.Visible=false;
Of course objectpick got to be a global variable, since both rooms use it.
Quote from: Khris on Fri 27/08/2010 11:10:48
Regarding the second issue, where did you put that code and when do you want the hotspot's condition to be updated?
What reservations are you talking about? Please be as clear as possible about what you want, what does work and what doesn't work.
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