There really doesn't need to be a modular structure to this thing, though. All you need is some graphics and an extremely long cutscene.
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Show posts MenuQuote from: voh on Tue 11/09/2007 15:46:10
She still looks fat rather than pregnant to me.
Quote from: Stupot on Sat 08/09/2007 06:52:24
Apart from a few missing spokes on the right-hand side, it is again very symmetrically sound.
Quote from: nihilyst on Wed 05/09/2007 16:04:37where I live, doorhandles are on the left side.
Quote from: guybrush on Wed 22/08/2007 14:11:05@Candall; Are you talking about marine's training or their time on the field?
Quote from: KhrisMUC on Tue 21/08/2007 18:05:25
add a second RunScript action after the one calling dDialog.Start(), then put it in there.
//This goes in the Global Script
function dialog_request (int scriptnumber) {
if (scriptnumber==1){
cNPC.Walk(x, y, eBlock);
cNPC.ChangeRoom(x); //or however you handle room transitions
}
}
//This goes in the SCRIPT FOR THE DIALOGUE!
@X //option x
NPC: You have the inventory item in question.
NPC: I will now walk away.
run-script 1
stop
Quote from: Nacho on Sun 19/08/2007 06:01:35
Darth Mandarb is zillion light years away from that version, though!
function WhenTheDoorIsUsed(){
if (oDoor.Graphic=11){
oDoor.Graphic=12;
}
else {
oDoor.Graphic=11;
}
}
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