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Messages - sgt. Pepper

#2
I have a problem. I want an enemy to wait for 4 seconds and then kill the player, and i want the player to be able to do stuff while the enemy is waiting. I've got all the stuff after the wait done (the death of the player), all i need is a command that makes the enemy wait for 4 seconds and the player should be able to do whatever while the enemy waits.
#3
Thanks for your help, works like a charm now. :)
#4
Ok, i put the following in 'run script' in 'Player enters room - before fadein':

  // script for Room: Player enters screen (after fadein)
if (GetGraphicalVariable ("MADC ammo")==2)
{oMadc.Visible} 

Now the compile error says that there is a parse error at 'oMadc'.    :/
#5
I tried to to the folowing:

I created an object in room3, ScriptOname oMadc. I set it to be invisible at the start. Then i configured Jake (in room2) so that the variable MADC AMMO was set to 2 (default was 1) after i talked to him. Then i entered the script editor for room3 and wrote the following:

// room script file
if (GetGraphicalVariable ("MADC ammo")==2)
{ oMadc.Visible }

But i just get a compile error when i try to save, "Error (line 2): Parse error: unexpected 'if'


What have i done wrong?
#6
Let's say i have two rooms, room1 and room2. There's a character in room1, let's call him Jake. I want it so that i can get an inventory item from hotspot 5 in room2 after i talk to Jake, i don't want it to be availible from the hotspot in room2 before i talk to him. Is this possible? By the way, i still want the hotspot in room2 to be activated before i talk to Jake, so that i can look at it and get a message.

The scenario is that the player is getting some ammo for a turret after he is asked to get it, if anyone is interested. It would be odd if i could complete the task before being asked, don't you think?
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