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Messages - INDY54

#1
 :) Yes you are right. Put the code  inside Object intection.

If  You want open the door only if the character has the key you can use the(GetGlobalInt(1) == 1) like in  my code, where i  put the global variable for this purpose. When is equal to 1 that means you have already collect the key and then you can open the door else is equal to 0 and the code is not executed.
#2
 ;) Alternatively you can create Three room frame. the frame 0 with a door closed and the frame 1  and two with the door partially open and with the frame 2  completely open,  and then use this code:

SetBackgroundFrame(0); // Door Closed
if (GetGlobalInt(1) == 1) {
PlaySouns(2);
SetBackgroundFrame(1); // Door Open
Wait(5);
SetBackgroundFrame(2);
player.ChangeRoom(4, 100, 125);
}

EDIT: Don't double post.
#3
 ;)One solution is This:

1)   Create the object Door open an closed and put them in the sprite manager.
2)   Insert the object Door in your room.
3)   Create a view with the two frame of the animation of the door for example i create a view 12
4)   Then if this is the object 0 in your room, put in the Interact with the object the follow code   
I have add in the code also a sound of a door open, so you need put a coorect sound2 file in the compiled folder The game will search for SOUNDx.OGG, SOUNDx.MP3, SOUNDx.WAV and SOUNDx.VOC (where x is SOUND_NUMBER) and play the first one it finds.ogg or wav file. In my case I create an ogg. Fila call:sound2.ogg
5)   Give the command for player to change room in my case change to room 4 at coord X: 100, Y:125.



object[0].SetView (12);
object[0].Animate(0,5);
object[0].StopAnimating();
PlaySound(2);
player.ChangeRoom(4, 100, 125);



#4
Problem solved. I have exported and then imported the new character and now it works.
#6
Ok. but what is the reason, I can see talk him but not see him.
#7
Do you mean if my new character is on the walkeable area ?
Yes I have check it.
#8
I'm referring about a NPC character.
So i try to insert a new character in the room 6 like this:
character[playername].changeroom(6,120,100);
character[newNPC].Say("Hello i find you "); this work bau the character stay invisible in the room.
#9
 ??? Today my problem is this: i create a simple game with 12 room, my game start at room 3, where i have put three characters 2 NPC and the player, and that works fine, but when i try to put a new  NPC characters in another room for instance room 6 (where I have previously checked in the character editor character start in room 6 at X, Y â€" I have already create and choose in the character editor the views  for this character like the others) when I test the game I can't see the character that I have put in this room. Why ?
#10
 :) In fact I have do that.
#11
I have solved the problem. I create a new game starting from another were in the room 2 there was this character speaking, so I delete all 
and at the end I made a blank view for the character for solve definetively the problem. :) , but I wonder If I want delete a character what is the best thing to do.?
#12
Where i must put this code, in the interact box of the room2 ? I try this yet but noting is changed.
#14
 :( This is my code:
  // script for Hotspot 1 (Hotspot 1): Interact hotspot
character[INDY].Say("It is an old document ");
character[INDY].Say("Speaks about Templars");
player.ChangeRoom (2);



#15
 :( I have this problem,  I have a character in the room1 then when this character look at one hotspot  I change to room2 where I show the page  of the document who is looking for , but although the character is set hide in the room2 appears overwritten in the room2. Why this happen ?
I have already mark Hide character  in room2. But isd always the same.
What can I do ? Where I am wrong. ?
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