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Messages - DJ_Gora

#1
I got it working, Crimson Wizards modifications helped.
Now my character and the narrator can have witty banter until the cows come home.

Thanks a lot for the help, guys!
#2
Quote from: NicolaGs on Sat 25/02/2017 13:01:04
I think you could create a variable who stores the number of times you looked at the hotspot. Each time you look at it, you increase this number and you create a condition who check this number and acts differntly depending on this value.

Raw example:

Code: ags
int hotspot_looked = 0

..

function hHOTSPOT_Look()
{
	if (hotspot_looked == 0)
	{
		player.Say("first time dialog");
		hotspot_looked = hotspot_looked + 1;
	}
	if (hotspot_looked == 1)
	{
		player.Say("second time dialog");
		hotspot_looked = hotspot_looked + 1;
	}
	...
	if (hotspot_looked == 10)
	{
		player.Say("last time dialog");
	}
}


The variable could also be replaced with a custom property for the hotspot that you change each time :
hHOTSPOT.GetProperty("hotspot_looked") to retrieve the value
hHOTSPOT.SetProperty("hotspot_looked", NEW VALUE) to set the new value

Hope this helps you...

Thank you.
I've given this a try in my current project, however all the comments are played one after another in one go for some reason.
I think I'm doing something wrong.
#3
Hi.
I'm wanting to make it so if you keep using 'look' or a similar mouse mode on a hotspot or character, the message displayed changes each time.
So like if you keep looking at a mundane item, the narrator can gradually get more and more fed up with each reply, then eventually stop at one 'end' message that persists for the rest of the game. (Like an example is if looking at a door, it'll just say "It's a door" constantly after exhausting all the other mesages)
I'm sure it can be done in AGS as I've seen other games do it (Five Days a Stranger etc), but I can't figure out how to do it myself.
Does anyone have an idea on how to get it to work?

Cheer in advance.
#4
Ah, it's simpiler than I thought, I thought it'd be more complicated than that.
That's helped a lot, thanks!
#5
Hello everyone, this is my first post here.
I'm a novice with AGS, and I'm currently working on a game project idea that I hope to announce in 2017, with one big element of it being interaction with the world for 'witty' dialogue and a better sense of immersion.
A few functions I'd like are the ability to have taste and smell as a mouse mode to interact with hotspots/objects/NPCs, similar to how you could in the earlier Space Quest games and Leisure Suit Larry.
I've tried searching on Google and the AGS forums for a way to script this but I'm either using the wrong search criteria or there isn't a topic about it yet.
Would anyone know how I could create these interaction modes?

Thank you.
-DJ Gora
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